Sounds great! I can't wait. ;D
Quote from: sami on November 08, 2010, 12:52:17 PM
- updates to cabin configuration systems
Does this include the option, for example, to change a 767's cabin from 2-4-2 to 2-3-2 seating layout?
And those added aircraft models, there will be more added, right? Like the Tu-104. I really miss it in JA3.
Thanks Sami.
Specs of the cabin feature is not yet locked but main idea is at least update it so that the true length of the cabin is the deciding factor when checking the max amount of seats for each config. With that I can also introduce seat pitch and other things.
Aircraft data thingy is just starting, I got now a bookshelf full of Jane's books and can dig the data from early models easily too without having to guess from Wiki etc.
btw. just added East German Baade 152 plane to prototypes database ... what a machine...
http://web.archive.org/web/20060129112518/http://www.airspacemag.com/ASM/Mag/Index/1996/FM/rfeg.html
http://www.youtube.com/watch?v=sWzB83VHgnw
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fwww.interflug.biz%2FIF-Postkarten%2FBaade%2520152%2520bw%25201s.jpg&hash=38ab94d610ec3ea2b0a3cec739327105f6edfdc5)
Wonderful news, all this! Just a question, will 1.3 include the aircraft history function?
AI airlines?! For what?
Are you Sami planning on including them to multiplayer world, or making a single-player version?
where did you read AI airlines? ???
""East German Baade 152 ""
Looks like a B-47 bomber.
Why no Connies????? :'( :(
That looks so cool Sami!
So should we start adding aircraft that were prototypes or concepts as well or wait on that?
There are a number of aircraft that made the prototype phase but no further...
Think I'll go look up some aircraft data later tonight when I get back home :D
Talentz
Quote from: ICEcold on November 08, 2010, 10:16:09 PM
where did you read AI airlines? ???
In Sami's initial post (is there a way to quote a post with link to a closed topic?):
Quote from: Sami- technical possibility for AI airlines
Quote from: Jps on November 09, 2010, 10:55:11 AM
In Sami's initial post (is there a way to quote a post with link to a closed topic?):
The best way I know of is to copy and paste the text you want, throw the quote open and close tags around it, then grab the post url and add it behind 'quote' in the open tag with an = symbol in between.
Change...
[quote]
to...
[quote=http://the-url-goes-here.web/]
Quote from: https://www.airwaysim.com/The text you quoted goes here. Notice the url is hyperlinked. The forum software will do that automatically as long as the url is valid.
For the post sami made...
Quote from: https://www.airwaysim.com/forum/index.php/topic,26356.msg134279.html#msg134279Plans are currently for example (but not limited to...) for the following changes:
- changes to airline founding / creation
- technical possibility for AI airlines
- improved aircraft storage system
- changes to slot systems (?)
- changes to pax distribution algorithm (?)
- updates to price management features
- updates to cabin configuration systems
- a heavy data update with historical aircraft, prototype aircraft and cargo in mind (for future versions)
- time permitting an update to the visuals of the game interface
... etc.
To get the url for a specific post and not just the thread, you can right-click the post icon and choose to Copy Link Location (wording may vary based on OS or Web Browser). The post icon is located between the poster's name (on the left) and the post title (above the post text/body). It looks like this:

<----- That Image
Quote from: Jps on November 09, 2010, 10:55:11 AM
In Sami's initial post (is there a way to quote a post with link to a closed topic?):
sorry I didn't read that I guess. :-[
Quote from: ICEcold on November 09, 2010, 08:02:40 PM
sorry I didn't read that I guess. :-[
Or you subconciously thought it was so unbelievable that your brains didn't register it ::) :laugh:
might very well have been that....actually it must be. :o AI Airlines? realistic I guess because the world doesn't just start with an endless amount of passengers that want to be flown someplace.. :P There should be like 3 airlines for each continent (so like one in Mexico/Caribbean, one in the US and one in Canada for North America)...maybe, just maybe. ;D
Quote from: ICEcold on November 09, 2010, 08:36:33 PM
might very well have been that....actually it must be. :o AI Airlines? realistic I guess because the world doesn't just start with an endless amount of passengers that want to be flown someplace.. :P There should be like 3 airlines for each continent (so like one in Mexico/Caribbean, one in the US and one in Canada for North America)...maybe, just maybe. ;D
I like the idea of AI airlines as well. But instead of 3 airlines per continent, there should be some 200 - 300 small AI airlines that are designed to fail - eventually (say double their staffing cost to make it happen). As they fail, their aircraft will recycle into the used aircraft market, so that the world starts out with a good inventory of aircraft that will get released as the real players drive the AI airlines out of business.
I'm a big fan of the idea :) I think it would really add an extra dimension to things. Maybe they could also spawn at unused airports throughout the world too, but I suppose this is quite hard to implement.
https://www.airwaysim.com/forum/index.php/topic,14771.0.html
https://www.airwaysim.com/forum/index.php/topic,675.0.html
EDIT: I'm also very excited at the prospect of the Comet in the game worlds and the rather intriguing 'changes to airline founding / creation'
Sami, could you give an update about currencies? I think this will greatly improve the simulation as economy factors would then be (even though slightly) counted in. A UK airline would have a much harder time after the collapse of the pound, for example. This would definitely add some fun to the game as well, in my opinion.
How bout adding planes planes in the used market people want to buy, the Boeing 737 is supposed to be the most popular airliner in the world. Yet, there is none.......
There's plenty of them, problem is most of them are too old. The wait for newer versions of popular planes is long, much as it is in the real world.
In other words, Try something else.
Rest in peace, Sami's computer. :'(
My computer is died today too :'( . But I've fix it already. :laugh:
Hi sami I just wanted to ask a feature if possible for the 1.3 update. Connecting flights. I guess this can be quite a hard to code feature but I believe it could improve the game extremely for smaller airlines which encounter problems of demand and max out lets say at 30-40 planes. It might also help prevent the creation of super large airlines based at airports like narita, jfk, heathrow.
This can be achieved for example by having lets say demand on the route LHR-NRT. If for example the ticket price for this flight were 500 and another regional carrier would offer LHR-Istanbul-NRT for a total of 400 then demand would go through the second one. I believe this would create a much more dynamic world and airports like Istanbul, Rome, Dubai, Mexico City, Honolulu and many more could obtain a much more important role and give headaches to the larger airlines. Offcourse there will have to be many more this taken into account such as total flight time (which would need to be calculated in tandem with the price, for example total travel time only +2 hours), CI etc...
This I believe would make game worlds much more competitive and people that are now based in huge airport like LHR would have to think..."should i base at istanbul and create the largest transit airport?"
Quote from: jvernikos on November 24, 2010, 08:54:05 AM
Hi sami I just wanted to ask a feature if possible for the 1.3 update. Connecting flights...
...I believe this would create a much more dynamic world...
+1
I think, of all the new features and enhancements, this is by far #1 feature needed for AWS.
Sami definitely has it on his radar screen. The question is if this feature could fit into 1.3 upgrade, or if 1.3 will be just an incremental upgrade...
Will the new restriction against large class planes being disallowed at insignificant airports impact fuel stops for those types or is that not considered in this restriction?
I'm happy you did the steep approach limitations on LCY sami. It was mentioned a few times in feature requests. It shows you have been listening to players :)
Now I just hope more people who know of other airfields with this restriction (it isn't the only one) come forward and share their knowledge.
I love the LCY idea, nice to see that sorted but just noticed the A318 is missing from the "allowed" list. Will it be added or can the system not handle the low fuel take off and stop at Shannon it does?
Stockholm-Bromma, ESSB/BMA has a noise and weight restriction, like London City.
It looks like the same list as for LCY could be used here without any problems really, it's very similar.
Added sizeclass 1 & 2 restriction to BMA. It's really MTOW 50tn limit but this is close enough.
Quote from: Dave4468 on November 25, 2010, 07:08:31 PM
I love the LCY idea, nice to see that sorted but just noticed the A318 is missing from the "allowed" list. Will it be added or can the system not handle the low fuel take off and stop at Shannon it does?
Probably because it would have to include the whole fleet group, so you would still get A319/A320/A321s flying out of LCY which is what this measure is designed to stop.
Chicago Midway (MDW) is limited to aircraft 753 and smaller. Not sure what the historic limits are, but in theory anything can stil fly into/out of MDW in AWS if you take a range/passenger penalty. Any chance MDW can be added to the limited list?
Don
YTZ (Toronto city airport) can only support turboprop planes - - no jets, given the short runway and city bylaw on noise.
So If I understand, slot restrictions will arrive with new version. Probably a feature that could benefit most.
Personally, I would like to see a choice of games where in some games certain restrictions could be relaxed so we can have a more competitive game. Ie. not slot restrictions, a higher limit on number of bases, a higher limit or no limit on number of aircrafts we can deploy at a base.
Quote from: sami on November 25, 2010, 07:42:02 PM
Added sizeclass 1 & 2 restriction to BMA. It's really MTOW 50tn limit but this is close enough.
Great, could we also maybe get an update for the curfew? (Closed between 2100 and 0600lt)
First read this, https://www.airwaysim.com/forum/index.php/topic,26356.msg137990.html#new
Second notice on the new features that he is adding Sami is now giving us two options for closing routes. We can not close the route and return the slots or close and keep the slots. Now does any one else see a problem here? Perhaps we should have a time limit on how long you should be allowed to hold on to the slots? And possibly pay a fee for not flying the route but holding the slots? Thoughts any one?
PS, love the other features so far!
Reason for update: https://www.airwaysim.com/forum/index.php/topic,26169.0.html
Slots are gone in not used in 2 months (https://www.airwaysim.com/game/Manual/Routes/Slots/#Keeping).
Quote from: Boiler Dweller on December 05, 2010, 10:26:33 PM
First read this, https://www.airwaysim.com/forum/index.php/topic,26356.msg137990.html#new
Second notice on the new features that he is adding Sami is now giving us two options for closing routes. We can not close the route and return the slots or close and keep the slots. Now does any one else see a problem here? Perhaps we should have a time limit on how long you should be allowed to hold on to the slots? And possibly pay a fee for not flying the route but holding the slots? Thoughts any one?
PS, love the other features so far!
This isn't a new feature.
You've always been able to cancel a slot and hold the slots for a period of 2 months before they were released to the public again.
The only change sami made was that you're now able to close multiple routes at once and do this. Previously the option to keep slots was only available when closing singular routes.
1.3 looks great Sami, good work as always.
The changes to 'airline creation/founding" sounds very interesting. Can't wait for more details on that one.
* Added new game rule (v.1.3) that prevents slot misuse on high demand routes: Each airline is allowed to have a maximum of 40 daily departures to each destination (on average) per each weekday. This is a 'hard limit' on all routes, not depending on the true route demand or anything (would be too complicated). Just a simple rule to prevent endlessly routing 50 seater planes to a route with 10 000 pax demand...
All my previous complaints addressed. ;D
Quote from: Dave4468 on December 10, 2010, 01:43:52 PM
* Added new game rule (v.1.3) that prevents slot misuse on high demand routes: Each airline is allowed to have a maximum of 40 daily departures to each destination (on average) per each weekday. This is a 'hard limit' on all routes, not depending on the true route demand or anything (would be too complicated). Just a simple rule to prevent endlessly routing 50 seater planes to a route with 10 000 pax demand...
All my previous complaints addressed. ;D
I wonder if that will count tech stops under the hood....
Hello guys! Thanks for coding so addictive game!
I've a question that may be it's already covered for the next release but I'll ask for that anyways...
When you update a route, like timing or turn around it drops from the aircraft schedule regardless of having conflicts with other routes.
This forces you to go back to the schedulling screen to add the route again to the aircraft.
I assume this is to force the execution of a conflicts checking algorithm.
Is that possible to have those conflicts checked when the route is updated and not have it dropped when there are no conflicts?
It's a pain in the back when you are making adjustments to fix the delays for too quick turn around and just want to expand intervals between routes, for example.
Good game anyways I can't wait to see the enhancements for 1.3.
Quote from: mgrisoli on January 05, 2011, 01:20:03 PM
Hello guys! Thanks for coding so addictive game!
I've a question that may be it's already covered for the next release but I'll ask for that anyways...
When you update a route, like timing or turn around it drops from the aircraft schedule regardless of having conflicts with other routes.
This forces you to go back to the schedulling screen to add the route again to the aircraft.
I assume this is to force the execution of a conflicts checking algorithm.
Is that possible to have those conflicts checked when the route is updated and not have it dropped when there are no conflicts?
It's a pain in the back when you are making adjustments to fix the delays for too quick turn around and just want to expand intervals between routes, for example.
Good game anyways I can't wait to see the enhancements for 1.3.
+1
Good idea.
Can't wait for V 1.3, a lot of these new features particularly to the interface look excellent!
I like the logo creator idea too, maybe a version of it could be used for the livery itself with the templates already there and perhaps a few more (a prop and a jumbo too or something).
Regarding automatic registration numbers: How about an option to make the registration number to be descending (so that the newest aircraft is always on top)?
^^^ just begging for a demotivator about airplanes always liking it on top.
Another lil request regarding automatic registrations (never good enough for some of us, is it? :) )
Could the series be assigned to Base *airport* instead of Base *country*?
Quote from: cedlind on January 12, 2011, 06:30:52 PM
Another lil request regarding automatic registrations (never good enough for some of us, is it? :) )
Could the series be assigned to Base *airport* instead of Base *country*?
Id post this in the feature forum.
.
[attachment expired]
.
[attachment expired]
Regarding the latest update (that applied to 1.2 as well) the issue of disappearing pop-up sub-menus seems to be fixed.
Just wondering about one thing.
How about instead of implementing many new features improve the current ones. I'm thinking of the following. Just a few examples. The pros might have many more ideas.
- model route pricing into pax demand properly
- model cabin configurations into pax demand
- model route marketing into pax demand properly
- model plane condition into company image
this points would improve competition between airlines and make it more sophisticated to compete. New airlines would have a better change by for example targeting budget market.
These are just a few ideas. I don't know to what extend this has been discussed before or is implemented already. Sorry if I'm warming up old topics.
hm... no one? :o
Quote from: chunky25 on January 12, 2011, 09:39:27 PM
How about instead of implementing many new features improve the current ones. I'm thinking of the following. Just a few examples. The pros might have many more ideas.
- model route pricing into pax demand properly
Sami mentioned reworking deman model at some point. But, I think some formula tweak sould certainly be welcome...
Quote from: chunky25 on January 12, 2011, 09:39:27 PM
- model cabin configurations into pax demand
It already has some influence. But not huge.
Quote from: chunky25 on January 12, 2011, 09:39:27 PM
- model route marketing into pax demand properly
All 3 of the above: I think the major reason why these make little difference is Sami's desire to protect weeker airlines. A strong airline can open a route, drop a couple of mil$ on route marketing, assign planes with premium seating, drop price, and a small competitor is facing LF in single digits (if all worked properly). They 3 options above are probably "broken" on purpose.
Quote from: chunky25 on January 12, 2011, 09:39:27 PM
- model plane condition into company image
I am not sure about this one, but probably it already has some influence. Just remember, money increases CI, a lot of other factors lower it. So if you have a lot of old planes, you may have to spend some extra money. But as I said, I am not really sure if and how much an old or poorly maintained plane affects CI.
Quote from: chunky25 on January 12, 2011, 09:39:27 PM
- model plane condition into company image
Quote from: JumboShrimp on January 14, 2011, 01:48:11 PM
I am not sure about this one, but probably it already has some influence. Just remember, money increases CI, a lot of other factors lower it. So if you have a lot of old planes, you may have to spend some extra money. But as I said, I am not really sure if and how much an old or poorly maintained plane affects CI.
Just to expand on this point and reiterate; fleet age and condition does factor into your company image.
So JumboShrimp you are right about that it does have some influence on the calculations for CI. I'm not sure how much it can sway it, as the driving factor is marketing spending as you've already mentioned.
Is that an AI airline @ the latest news of the v1.3 development? ;D
The player appears to be called AI_Player.
The airline listings are capable of showing the airlines with no active CEO (as per v.1.3) but there's no other development on that field yet.
[attachment expired]
Quote from: sami on February 19, 2011, 12:57:39 PM
The airline listings are capable of showing the airlines with no active CEO (as per v.1.3) but there's no other development on that field yet.
Pretty impressive how that one computer guy got a value of 114 million with no aircraft... ;D
Quote from: Ilyushin on February 19, 2011, 01:50:20 PM
Pretty impressive how that one computer guy got a value of 114 million with no aircraft... ;D
Maybe he sold all his aircraft? :laugh:
Quote from: alexgv1 on January 14, 2011, 02:00:23 PM
Just to expand on this point and reiterate; fleet age and condition does factor into your company image.
So JumboShrimp you are right about that it does have some influence on the calculations for CI. I'm not sure how much it can sway it, as the driving factor is marketing spending as you've already mentioned.
People often say this, but I have never, ever noticed any impact at all. Same with on-time percentage, also often said, but I've never seen.
I've let airlines just continue on after getting bored of them about 30% through the game world and, by the end of the game, they're 3-decades old and practically falling out of the sky from disrepair and most every flight departs late due to mechanical issues. But, never once seen the slightest hit to my CI as long as the maintenances are being done. And I don't overspend on the CI either -- I increment my spending just enough to get that CI rate moving from 95 up to 100 at a slow crawl.
Just a little thing for in here, not directly related to what was said before:
Sami, in case you don't put any useful things into v1.3 better stop doing those eyecandy things, and get working on things needed, like IFE, Catering, etc. I hope for you, that you will have some great stuff in there, rather than only some new maps and selectors...
Jona L.
JONAAAAAA !!!!!!!
how can u do that ?????????
the logo creator is the most important thing !
also the 'quick search' / 'autocomplete' feature.
also the new a/c are A MUST to have:
- Antonov An-158
- Xian MA600
- Antonov An-10, Antonov An-10A
- Pilatus PC-12, Pilatus PC-12/45, Pilatus PC-12/47, Pilatus PC-12/47E, Pilatus PC-12NG
- Armstrong Whitworth AW.55 Apollo (*)
- Armstrong Whitworth AW.650 Argosy Mk 100, Armstrong Whitworth AW.650 Argosy Mk 200, Armstrong Whitworth AW.650 Argosy Mk 220
- Aviation Traders ATL-90 Accountant Mk I, Aviation Traders ATL-90 Accountant Mk II (*)
- de Havilland DH.106 Comet models 1, 1A, 2, 3, 4, 4A (*), 4B, 4C
- Handley Page Herald Mk.600 (*)
- Hunting Percival P.66 President
- Baade 152 (*)
- Scottish Aviation Twin Pioneer Srs. 1, 2, 3
- Vickers 953C Merchantman (cargo, testing only so far...)
ENGINEEEEEEE UPDAAAATEEEEEESSSS !!!! yeah. we need that, too.
alliance livery and alliance description is also a absolute useful thing.
finally PNG logos and airline liveries now allowed. OH MY GOD !
sami: your update is amazing.
(no more words....)
Would you please remove my name from that, as I DO NOT want to be related to that, THI!
Jona L.
looooooool.
it is just a reply to your message.
these things are so important. how can you write, they are not....
it is not fair to do so. sami is working hard on v1.3 and you do not appreciate that....
but i do (of course) !
Quote from: Jona L. on February 20, 2011, 01:09:51 PMSami, in case you don't put any useful things into v1.3 better stop doing those eyecandy things, and get working on things needed, like IFE, Catering, etc. I hope for you, that you will have some great stuff in there, rather than only some new maps and selectors...
yes, the logo creator maybe isn't useful for you or me, but it can be useful for anyone else and yes, I would be happy if IFE, catering, own maintenance center and many other ideas are introduced, but Sami can't make everyone happy. Why don't we just wait until the v1.3 is launched and then start talking about 'usefull things' which aren't included. Sami promised many features, but it won't be possible to add them all together in one new version on a short period of time.
Just be patient... ;D
What I'd like to see in a future version is a way to assign two aircrafts to routes longer than 24 hours, so that you don't have to make two flights 1-3-5-7 and 2-4-6. Anyone knows if there's a plan for this?
lol.
you have 7 a/c and u place the routes like this:
1------
-2-----
--3----
---4---
----5--
-----6-
------7
it is not a feature. it is just normal and already working.
hope, that you understood it.
greetings,
thomas
I do understand it, but in that case you have to create 7 different routes with different flight numbers, which is unrealistic.
Quote from: palandar on February 20, 2011, 06:16:47 PM
What I'd like to see in a future version is a way to assign two aircrafts to routes longer than 24 hours, so that you don't have to make two flights 1-3-5-7 and 2-4-6. Anyone knows if there's a plan for this?
Quote from: palandar on February 20, 2011, 06:57:06 PM
I do understand it, but in that case you have to create 7 different routes with different flight numbers, which is unrealistic.
Well, wait for AWS 10.9.7 if you want that really :P
Quote from: Jona L. on February 20, 2011, 08:58:51 PM
Well, wait for AWS 10.9.7 if you want that really :P
Just drop it... :-\
I have to say I am really looking for v1.3 and sami looks to be doing an amazing job of it. :) I have a question what is the benefit of
1------
-2-----
--3----
---4---
----5--
-----6-
------7
routing?
and Jona L. if this simulation is not realistic enough for you, why are you here? this is a tight net community and you have to appreciate what sami has done for us.
Quote from: Jordan112 on February 20, 2011, 11:06:24 PM
I have to say I am really looking for v1.3 and sami looks to be doing an amazing job of it. :) I have a question what is the benefit of
1------
-2-----
--3----
---4---
----5--
-----6-
------7
routing?
and Jona L. if this simulation is not realistic enough for you, why are you here? this is a tight net community and you have to appreciate what sami has done for us.
You might want to see this (https://www.airwaysim.com/forum/index.php/topic,27193.msg138580.html#msg138580). ;D
AHhhh i understand... Not many people follow this that i can see, maybe im missing something.
Thank You Ilyushin :)
Just saw some more of the changes set for v1.3. I love the expanded airline info page with the tabs. One that, for no real reason, I find very interesting, is number of passengers flown since airline started......
Looking good.
Even if some people around here can only b1tch and moan. Some people were just born with half empty glass I guess.
no.
some people are not 14 yrs old and want to get something better for the same price....
:-\
if there would be only people like you, v2.5 would be the same like 1.2.....
nfc
Grow up THI. You honestly think all the whinging and complaining that go.es on around here is constructive? Please, there's a Feature Request section. I suggest you (and others) use it as it was designed to be used instead of posting random rants.
I'd love to know how me getting sick of people around here wanting the whole game to look like they want and virtually demand changes is the same as not wanting to see improvements. Maybe I'm a realist and realise that a large, complex game site like this doesn't have a giant "Fix" button that makes it just like you want it to be overnight.
I'm done, this thread's been dragged off topic enough.
And stow the 'nfc' crap.
no further comment
(=nfc) ;D
Quote from: Ilyushin on February 20, 2011, 09:14:18 PM
Just drop it... :-\
Drop what?! We all did jokes on that we have to wait for several further versions to get the IFE thing rolling (see the demotivator about it)...
Quote from: Jordan112 on February 20, 2011, 11:06:24 PM
and Jona L. if this simulation is not realistic enough for you, why are you here? this is a tight net community and you have to appreciate what sami has done for us.
It is the best on the market/internet yet. But we pay for it, so we can expect people to work on it. The point is not what is done, the thing is, that (as far as I know) sami is doing this more or less as a one-man-prjoect, with 2 people assisting. So if he'd get more people working on that it might have more quantity in it. This game is great, and I am not saying it is bad. I am just saying, that I don't see effective progresses in it.
But I'd rather now stop discussing this in here, and wait for V1.3 coming out, and see what it brings.
Jona L.
Quote from: TK1244 on February 20, 2011, 02:22:47 PMWhy don't we just wait until the v1.3 is launched and then start talking about 'usefull things' which aren't included.
Quote from: Jona L. on February 21, 2011, 10:58:33 AMBut I'd rather now stop discussing this in here, and wait for V1.3 coming out, and see what it brings.
+1 ;D Thanks for listening
Quote from: Jona L. on February 21, 2011, 10:58:33 AM
Drop what?! We all did jokes on that we have to wait for several further versions to get the IFE thing rolling (see the demotivator about it)...
You basically said yet again that it takes a long, long time before anything good comes out again (something good for you, some people are very happy with what has been announced by sami as updates now). Just be patient and stop whining, sami is of course doing his best for us. He can't please everyone. Just wait and there will also be an update that keeps you happy. You demand the somewhat bigger updates, so that requires more time.
Please understand.
Ilyushin
Quote from: Ilyushin on February 21, 2011, 11:23:23 AM
You basically said yet again that it takes a long, long time before anything good comes out again (something good for you, some people are very happy with what has been announced by sami as updates now). Just be patient and stop whining, sami is of course doing his best for us. He can't please everyone. Just wait and there will also be an update that keeps you happy. You demand the somewhat bigger updates, so that requires more time.
Please understand.
Ilyushin
a) I am not whining
b) I know sami is working hard, all I said is that he maybe should get assistance, e.g. forum moderators, so that he can concentrate on the serious stuff (I'd do that for free, btw. ;) )
c) Yes, I wish for bigger updates, and everyone is free to say and think what he wants (dunno how that is in Russia though... )
d) I do understand ;)
Quote from: TK1244 on February 21, 2011, 11:11:26 AM
+1 ;D Thanks for listening
e) Yes, TK I know you said that already, I was just too lazy to find that again ;D
Jona L.
Quote from: Jona L. on February 21, 2011, 11:34:25 AMd) I do understand ;)e) Yes, TK I know you said that already, I was just too lazy to find that again ;D
no problem ;)
Quote from: Jona L. on February 21, 2011, 11:34:25 AM
a) I am not whining
b) I know sami is working hard, all I said is that he maybe should get assistance, e.g. forum moderators, so that he can concentrate on the serious stuff (I'd do that for free, btw. ;) )
c) Yes, I wish for bigger updates, and everyone is free to say and think what he wants (dunno how that is in Russia though... )
d) I do understand ;)e) Yes, TK I know you said that already, I was just too lazy to find that again ;D
Jona L.
I'm not Russian by the way. ;D
Quote from: Ilyushin on February 21, 2011, 11:57:22 AM
I'm not Russian by the way. ;D
In your profile it says "Russia" but well... Netherlands is a bit more democratic though, but you know what I mean...
Quote from: Jona L. on February 21, 2011, 03:06:21 PM
In your profile it says "Russia" but well... Netherlands is a bit more democratic though, but you know what I mean...
It is COMPLETELY irrelevant though. Freedom of speech or not, you might as well want to stop bashing complete countries, it says more about you then about them. Besides, this forum won't become a better place if you do.
But whatever, I'm done...
FYI, you are required to keep correct data in your user profile. The selected country affects on how we pay the VAT (= in EU or not), and if it's seen that people manipulate their true country of origin we may have to fix that to be IP address / location based with no user control...
Quote from: sami on February 21, 2011, 09:13:24 PM
FYI, you are required to keep correct data in your user profile. The selected country affects on how we pay the VAT (= in EU or not), and if it's seen that people manipulate their true country of origin we may have to fix that to be IP address / location based with no user control...
I didn't intend to do so, but alright, it's edited for your sake.
And - why don't you do that then, according to IP address, if the user cannot change it anyway?
:o Base in Moscow and Vladivostok, while home airport is at London Heathrow. I want that also :-\
The fuel contract preview is looking nice btw ;D
hello, people. i have very many planes, just hired one after another, chose what was on market, now with abt 70 units nit is difficult to remeber or figure out where i have got unused range, and whre i have got pax limitations due to route exceeding max range of plane.
i have been making small table, for abt 1,75 hr. now i am gonna figure out which schedule to move where (sami - thank you for "move schedule" option); i consider it would be great if aws could generate it automatically, or may be "my aircraft" view to be added with "actually used range" column.
call sign modification Max Range Route range unused range shortage of range
b-hba 747-100b/sr 1330 420 910 0
b-hbc 747-100b/sr 1310 420 890 0
b-hbd 747-100b/sr 1900 420 1480 0
b-hbh 747-100b/sr 1310 420 890 0
b-hbp 747-100b/sr 1920 1392 528 0
b-hbs 747-100b/sr 1330 1122 208 0
b-hbe 747-200 3960 420 3540 0
b-hbg 747-200 5200 5206 0 6 limitation bareable
b-hbi 747-200 4830 1392 3438 0
b-hbj 747-200 4960 3210 1750 0
b-hbk 747-200 4900 3210 1690 0
b-hbl 747-200 4940 3210 1730 0
b-hbq 747-200 4520 3210 1310 0
b-hbr 747-200 4520 3210 1310 0
b-hbt 747-200 4480 2019 2461 0
b-hbu 747-200 4520 4520 0
b-hbv 747-200 4480 3210 1270 0
b-hbz 747-200 4480 5206 0 726 (y290 c25 f10, limited to 218ppl)
b-hcd 747-200 4760 5185 0 425 (y290 c25 f10, limited to 265 pax)
b-hcf 747-200 4530 4949 0 419 (y290 c25 f10, limited to 264 pax)
b-hcx 747-200 4410 3341 1069 0
b-hcy 747-200 4410 3341 1069 0
b-hcz 747-200 4410 3341 1069 0
b-had 747-200 4480 3341 1139 0
b-hdb 747-200 4520 4127 393 0
b-hct 747-300 4060 2265 1795 0
b-hcu 747-300 4290 2578 1712 0
b-hbf 747-300sr 1840 420 1420 0
b-hbb 747sp 5530 420 5110 0
b-hbm 747sp 5770 3210 2560 0
b-hbn 747sp 4980 5775 0 795 (y190 c20 f10, limited to 132 pax)
b-hbo 747sp 5990 3210 2780 0
b-hbw 747sp 5250 5250 0
b-hbx 747sp 5550 5206 344 0
b-hby 747sp 6700 5206 1494 0
b-hca 747sp 6000 5185 815 0
b-hcb 747sp 5550 5185 365 0
b-hcc 747sp 5970 5185 785 0
b-hce 747sp 5530 5185 345 0
b-hcg 747sp 5440 4949 491 0
b-hck 747sp 5990 4949 1041 0
b-hcl 747sp 5950 4949 1001 0
b-hcm 747sp 5680 5014 666 0
b-hcn 747sp 5580 5014 566 0
b-hco 747sp 5940 5014 926 0
b-hcp 747sp 5550 5014 536 0
b-hcq 747sp 5830 5014 816 0
b-hcr 747sp 5700 5775 0 75 (y190 c20 f10, limited to 212 pax)
b-hcs 747sp 5920 6283 0 363 (y190 c20 f10, limited to 170 pax)
b-hcv 747sp 6770 5206 1564 0
b-hcw 747sp 5270 5185 85 0
b-hdc 747sp 5450 5775 0 325 (y190 c20 f10, limited to 185 pax)
b-hdd 747sp 5990 5775 215 0
b-hde 747sp 5760 5775 0 15 (y190 c20 f10, limited to 218 pax)
Quote from: sami on May 11, 2011, 10:54:56 AM
* Aircraft lease pricing (for planes being sold by players) is updated: The minimum allowed price for aircraft on the market declines according to the age of the sale listing. Normally minimum allowed sale price is 70% of the a/c value (to prevent cheating), but if the plane is for sale longer than 25 days without anyone buying it the minimum allowed sale price will start to decline (allowing player to discount it more to attract more buyers). The final and lowest allowed price is 30% of plane value and it is obtained after ~150 days on the market. Please note that if the plane is taken off the market and put there back again the date of listing resets and so then does the price reduction factor.
Could players manipulate this so, that they put a plane for lease for as high as they can, and when no1 buys it, they can lower it to 30%, and have a friend buy it at that price just after the price was lowered?
That would take 4+ game months so don't know if anyone has the patience for that?
Quote from: sami on May 11, 2011, 12:23:39 PM
That would take 4+ game months so don't know if anyone has the patience for that?
Well, with 35 minute days, that's only about 4 real world days.
But, you are right, I don't think many (if any) would use it. The only instance I'd see it be used is if a large airline has ordered a lot of aircraft and wants to distribute those to a friend / other airlines in the alliance. So, he puts the aircraft for sale for 4 days, after which he can lease(sell?) them cheaply to others.
Probably small enough an issue to just ignore it...
I like the new used aircraft changes in the latest v1.3 update preview.
This should make being a "leasing only" company much more viable to run.
I also like the increased leasing lengths of new aircraft. The penalty for breaking your aircraft lease early on a 15yr lease would be a small fortune so if we make fleet common more potent, at least in a general sense, someone who goes lease happy will be stuck with these aircraft for years on end. Unable to get out should things go south and thus making BK'ing down the road that much harder to get out of.
Talentz
Very nice. If this is not a +-0 thing, so if you can save (or lose) money to make a difference, it will be much more nice as just the 'very nice' feature to play with ^^
About the new fuel management feature... Will we be able to choose not to take fuel on destination airports? Meaning, that the airplane would only fuel at home airport and it would carry the fuel it needs from home to the destination and back.
I don't know how it works in real world, but I've understood that some airlines do it. And if it saves money, then why wouldn't they - but does it save? Also, this would obviously only work when the destination is closer than 0.5* the range of the plane.
Fuel tankering depends entirely on the fuel price at the destination & departure airfields. In most cases (talking of regular shorthaul jet operations) it is not economical to carry extra fuel since the added weight of fuel adds to fuel consumption.
Only if the fuel at destination is very expensive, it becomes cheaper to carry it from the other airport. (Like to some domestic regional airports; max ~2 hrs away.) But this depends entirely about the route pair, fuel price, weights, payload etc.
In prop operations fuel tankering was more common since there the weight penalty is smaller (less fuel needed to carry due to shorter legs and smaller fuel burn), but with turboprops the operating weights became the limiting factor first; while in jets it is usually the economics.
In any case it is a very complicated thing and by no chance will be modeled here.
Quote from: sami on May 20, 2011, 06:38:41 PM
[...]
In any case it is a very complicated thing and by no chance will be modeled here.
Ok, thanks for you thorough reply ;)
The addition of the 'unscheduled aircraft' option and distinction between fleet sub-types is a very useful addition.
I was also amused to see an Air Egypt camel-style press release used for the example of the new press release tab ;D
[attachment expired]
I don't know about anybody else but I'm really liking the look of, and excited about, this enhanced View Airlines page 8)
Quote from: alexgv1 on May 21, 2011, 09:17:01 PM
I don't know about anybody else but I'm really liking the look of, and excited about, this enhanced View Airlines page 8)
I can't await the new Dashboard :)
Quote from: Jona L. on May 21, 2011, 09:40:36 PM
I can't await (sic)the new Dashboard :)
I can't await connecting passengers, route based demand, and codeshares
Great work Sami!!! Can't wait to see the completed thing in-game! ;D (https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fwww.fzrclub.nl%2Fsmf%2FSmileys%2Fdefault%2Fcheerleader.gif&hash=6c058b14231da7910b1078368dc53b6b5d94e8bd)
(6x "spam" posts removed .... This ain't a "one smiley is a good post forum".)
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fwww.fzrclub.nl%2Fsmf%2FSmileys%2Fdefault%2Fcheerleader.gif&hash=6c058b14231da7910b1078368dc53b6b5d94e8bd)
Go sami!
(to get the smiley, quote me and copy the link)
v1.3 looks better and better by the day. Keep up the good work sami, really can't wait to try it out!
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fwww.freesmileys.org%2Fsmileys%2Fsmiley-happy095.gif&hash=ed59853d6a2ff87c7529f38b94b78012ea3e2a9f)
Aircraft history!!!! beautiful!! that will be interesting and fun!
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fi2.photobucket.com%2Falbums%2Fy35%2FDragonwiz%2Fclipart%2Fth_plane.gif&hash=670d1493e7a171b0b3cdf6ee8288b9dd79497f55)
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fwww.websmileys.com%2Fsm%2Fcool%2F653.gif&hash=60c2a1bfd5dd0e05d0120a5aa1016c96a6a55f12)
who's excited for fueling companies and an ONLINE LOGO DESIGNER :o
I think rflane and all those who make liveries will be relieved quite a bit when v1.3 comes around. ;D
Cheers,
ICEcold
I read the news thread again because it seems release date is near and I found this thing:
https://www.airwaysim.com/forum/index.php/topic,26356.msg138553.html#msg138553
Could be a problem for a couple of very big routes, mainly Asia, with >20.000 pax a day. This regulation means to serve all the pax an average aircraft size of 500 pax is needed.
Just to remind it.
* Added a new method for reducing the effect of too many daily frequencies on a route:
- The system calculates a "maximum desirable frequency" for each route depending on the passenger demand (route length/type not affected, it's a simple system).
- Roughly so that on smaller demand routes you can fly the sector 2-5 times a day, and it then grows rather linearily all the way to 80 sectors a day on the largest (>8500pax/day) routes. For example on 30pax/day route 3x daily flights are still OK, any more than that does not give you any benefit. And on 150pax/day route this figure is around 5.
Is this against
1) "slot hogging" like: you are not allowed to fly more often than xx times
or
2) fight against the incredible influence of frequency, like: there is no difference for pax if you fly the route 3x a day or 14x a day.
If 2) the number you named (30pax/day = 3 times, 150pax/day = 5 times) are very high and don't solve the problem, because the problem was always 1x narrowbody like 737-400 vs. 4x prop like F27. So the 5 flights on a 150pax/day route doesn't change anything compared to the current system
If it's 1) it should be fine, but then the problem discribed with 2) isn't solved yet :(
"* Added a new method for reducing the effect of too many daily frequencies on a route:
- The system calculates a "maximum desirable frequency" for each route depending on the passenger demand (route length/type not affected, it's a simple system).
- Roughly so that on smaller demand routes you can fly the sector 2-5 times a day, and it then grows rather linearily all the way to 80 sectors a day on the largest (>8500pax/day) routes. For example on 30pax/day route 3x daily flights are still OK, any more than that does not give you any benefit. And on 150pax/day route this figure is around 5."
Any chance of us having a look at the maths behind those calculations?? :-[
Quote from: Curse on July 02, 2011, 03:20:38 PM
If 2) the number you named (30pax/day = 3 times, 150pax/day = 5 times) are very high and don't solve the problem, because the problem was always 1x narrowbody like 737-400 vs. 4x prop like F27. So the 5 flights on a 150pax/day route doesn't change anything compared to the current system
Agreed, 150 pax should 3 flights/day in my opinion.
Otherwise great job with 1.3, all those little things as standard turnarounds, a/c-reg and so on really makes it easier and saves a lot of time. Also likes a lot that each a/c has its own history.
unknown if this has been asked or not.. but, here it goes... it has been a while since I have played a game on here...
Anyway, within the new updated game play, will there be the option to merge airlines or buy out another airline if both parties involved agree to do so? example... say two airlines in one alliance, one player does not or can not continue to play.. but another person wishes to combine that airline with their own.. can this take place?
Quote from: FAA-man on July 09, 2011, 05:33:40 AM
unknown if this has been asked or not.. but, here it goes... it has been a while since I have played a game on here...
Anyway, within the new updated game play, will there be the option to merge airlines or buy out another airline if both parties involved agree to do so? example... say two airlines in one alliance, one player does not or can not continue to play.. but another person wishes to combine that airline with their own.. can this take place?
No.
Quote* Changes to loan terms; any new unsecured loans have now higher interest margins than before, and compared to secured loans. Max loan period is limited to 6 years instead of 10y; as taking out relatively small loans with very long payment period was rather easy on the airline's finances (the max. repayment time will be possibly tied to loan amount in the future).
Great to see these changes. Higher margin on unsecured, lower margin on secured loans. Shorter repayment period on unsecured loans.
Maybe fully secured loans could qualify for longer repayment periods (10+ years).
Quote from: JumboShrimp on July 24, 2011, 02:33:16 AM
Great to see these changes. Higher margin on unsecured, lower margin on secured loans. Shorter repayment period on unsecured loans.
Maybe fully secured loans could qualify for longer repayment periods (10+ years).
The loss of leveraging (less than 100% security on loans) will however cause problems for those of us who operate from smaller bases. Again, one up for the big plane / big airport / long route only contingent. Like the ongoing frequency "issue".
MD
Lets hope that the AI's arent too many coz I think at times this game is not fair as the AI's have too much resources to put one's airline out of buisness
Quote from: zimjiggaxxx on January 26, 2013, 07:23:07 PM
Lets hope that the AI's arent too many coz I think at times this game is not fair as the AI's have too much resources to put one's airline out of buisness
AI's?? ???
Quote from: JonesyUK on January 26, 2013, 08:24:18 PM
AI's?? ???
Got to watch out for the NPC barbarians too, they'll attack your castle and steal your cheese... get a level 23 moat and you'll be safe...
Wow! 18 month bump why don't ya haha :laugh:
Looks like some user friendly admin tools added, Fuel index etc:
https://www.airwaysim.com/forum/index.php/topic,26356.msg251037.html#msg251037
Suggestion to Admin: use these tools in MT7 :)
The fuel price seem to be stuck for last 10 game years...
Quote from: JumboShrimp on February 04, 2013, 06:02:20 AM
Looks like some user friendly admin tools added, Fuel index etc:
https://www.airwaysim.com/forum/index.php/topic,26356.msg251037.html#msg251037
Suggestion to Admin: use these tools in MT7 :)
The fuel price seem to be stuck for last 10 game years...
careful what you wish for... 'unsticking' it may just send it higher... :-\
Quote from: brique on February 04, 2013, 07:48:18 AM
careful what you wish for... 'unsticking' it may just send it higher... :-\
I have been bored to death with $800-$1000 price in 2017...
Euro Challenge seems to have hit $800 already and that's in 2007... maybe Sami's lever has got stuck on the 'OPEC needs more cash' setting...
Not sure if this is the right place to ask, but I see that the UI is being redesigned. Will we get rid of ajax or whatever is that forbids us in many cases to go back when we hit the back button on the browser and to open some pages in another tab?
Sami, I must ask are these new UI updates effecting the game/site at the moment? Because these last few days AWS (all aspects) has taken ages to load for me, especially the graphics. This is on desktop and mobile browsers, and other sites have generally worked fine.
Nope, they will be updated in a one big crunch when it is ready (~30-60 min downtime).
see http://uptime.airwaysim.com for uptime/response time data from various 3rd party servers.. (http://uptime.airwaysim.com/371400 shows that last 7 day response time is pretty normal, no big spikes - and here's the whole month: http://uptime.airwaysim.com/371400/2013/02 )
Yes the server has always been up for me (and I know you are very proud of the statistics ;) ), it has just been slow in loading or timing out. I guess the problem is my end as my Internet at the moment is pretty slow. I wonder is AWS quite a large site to load when compared to others such as Facebook or other typical sites?
Thanks
Will the 737MAX-series and the A320NEO be separate fleet groups from respectively the 737NG and A319/320/321-families?
No
Re:
* Alliance rating calculation updated a bit to make it more age sensitive, affects also current games (just a small update).
I was hoping something more along the line of this feature request:
https://www.airwaysim.com/forum/index.php/topic,43363.0.html
where the alliance rating would have more to do with alliance performance (advertising budget etc).
Unlike the current system where just about every alliance ended with 100 rating in MT7.
Quote from: swiftus27 on February 25, 2013, 09:17:38 PM
Yes?
Boeing has stated that the MAX will maintain commonality with the NG. I don't know about the Buses.
Oh wowww soooo cool :P
Like the continued progress with the UI especially with attention to mobile users, although I usually run things at home on a computer.
Regarding the following:
"Rebrand/Rebase functionality will be removed. Airline renaming will be possible via Settings page in the future, rebasing feature will be removed as it's rather useless."
As this is something I've used a couple times I can say occasionally I'd rather eat the 500,000 to rebase than purchase the aircraft again or bankrupt...in fact I wish this feature was available for a longer period of time...and therefore wish you would leave it. Sometimes I don't necessarily play to win...I play to experiment with different ideas.
Why remove something that merely adds functionality overall?
And there is also the consideration that I purchase credits to establish an airline in a game and have occasionally used all my bankruptcies failing airlines over 20 years...only to want to keep going.
I also wish there was UI functionallity in the form of a check box to create 7 separate routes for monday - friday on a new route.
That is all for now, keep it up!
Thanks
How will the new UI work on the ipad?
The rebasing feature may be added back, with a different style and rules, at some point, but for now it is removed.
iPad is my main device for mobile usage testing, so it will work (perhaps not everything fully right from the top but full tablet-size device compatibility will be built. For phones not so much focus as they are getting too small for displaying this kind of "spreadsheet" data what we have here).
(just using ipad to test this but cannot figure how I could attach a screencap to this forum post directly, the apple's ui is rather poor partly....)
Sami--when I look at the new UI for route creation, there is a lot of duplicated info: https://www.airwaysim.com/forum/index.php?action=dlattach;topic=46221.0;attach=8921;image
Look at all the labels that are listed twice. I think a cleaner way to do it would be listing the info in columns going down instead of rows across, so instead of working left-right you would be working top-down, which in my opinion makes more sense and saves a lot of real estate eliminating duplicate labels. It would look something like this:
EGNM to LEPA***************** | Labels***************** | LEPA to EGNM |
<Flight#> | Flight Number | <Flight#> |
<Depart/Arrive> | Turnaround<select> | <Depart/Arrive> |
<Slot Table> | Slots<don't buy> | <Slot Table> |
-10% -5% <Price> +5% +10% | Y Prices<reset> | -10% -5% <Price> +5% +10% |
-10% -5% <Price> +5% +10% | C Prices<reset> | -10% -5% <Price> +5% +10% |
-10% -5% <Price> +5% +10% | F Prices<reset> | -10% -5% <Price> +5% +10% |
-10% -5% <reset> +5% +10% | All Prices<price mgmt> | -10% -5% <reset> +5% +10% |
Also, a feature I'd REALLY like to see is the slot tables/prices loaded via ajax and just updating the slot table divs versus the entire screen. If you are creating a route and click Monday, it refreshes, then click Tuesday, it refreshes, etc. It can be annoying waiting for the whole page to reload and it uses up a lot more resources versus just reloading the table divs. The same thing goes for turnaround/departure times. Actually, I think I'd prefer to set departure time versus turnaround times. So instead of selecting 40min for turnaround, I'd select departure time of 2:20 on the return flight and the turnaround time and probability of delay auto-updates. Of course, the preset defaults in settings by fleet type would still be there, but it makes sense to calculate when you want to take off versus turnaround time since the only times you really play with turnaround times is when looking for slots or taking off when an airport is open.
The only caveat to the columns is dealing with tech stops and triangle routes, but I would think just adding another column should work without getting too crowded...
Can't be like that as the editor has to support multi-leg routes too. (I did change the groping of the price data a bit though)
Also just updating the flight time fields or slot fields when user makes an update does not make difference to resource usage on server-side really, the data in editor updates via ajax already now.
Sami,
I have been away from the game for a couple of months due to work, but I have to say that all the new changes look great. I am especially encouraged by all the changes you made to the 'Open a New Route' screen(s), in particular, the icon to indicate which airports you are currently serving. I don't know if anyone has asked about this, but any thought into adding something where we could 'check' routes we were interested in but not ready to schedule because of money, available aircraft, etc? Or...is the 'schedule with no slots' the solution to that? And, if it is, will those show up with the same icon as those you currently have scheduled service to? If so, would it be possible to make that icon a different color (or maybe something different) to help differentiate schedules with slots versus schedules without slots? Regardless, the game looks great and I hope to join again soon to enjoy all of the hard work you have put in. Cheers!!
Quote from: sami on April 21, 2013, 03:23:14 PM
(just using ipad to test this but cannot figure how I could attach a screencap to this forum post directly, the apple's ui is rather poor partly....)
pressing Home button + power button will create the screenshot. when you click on attach in the forum page, it will ask you whether you want to take video/phote or use existing. click on existing, camera roll, and the screen cap will be the first one.
Quote from: hmellouli on May 16, 2013, 01:31:12 PM
when you click on attach in the forum page, it will ask you whether you want to take video/phote or use existing. click on existing, camera roll, and the screen cap will be the first one.
Nope, doesn't work. iPad's browser is buggy and does not allow file attachments - does not allow the file choosing button to be pressed. (googled it earlier; ipad2 ios5)
Quote from: sami on May 16, 2013, 01:37:17 PM
Nope, doesn't work. iPad's browser is buggy and does not allow file attachments - does not allow the file choosing button to be pressed. (googled it earlier; ipad2 ios5)
strange it has always worked for me. i just tested that in iOS 6. maybe its an ios 5 limitation.
The new route screens look good! Along the lines of easier route pricing, any chance we can get a global route pricing screen as requested here:
https://www.airwaysim.com/forum/index.php/topic,44416.0.html (https://www.airwaysim.com/forum/index.php/topic,44416.0.html)
And also the ability to reset prices to default while keeping manually adjusted prices at the same percentage of default (ie. a route discounted 20% will remain 20% below the newly reset default price).
Don
I will probably integrate price management to route management later on (= own "tab" under route management, so you can use the same search tools etc). For now there are no changes planned to it (apart from very minor visual updates to match the layout) as I have a very tight deadline on these updates..
when will all these UI & other changes be deployed? within the current games like MT8 or in a new game?
I'm sure this is been asked before, but I can't really find anything exact.
It would be useful to see how the current prices relate to default prices. Ideally (it was in several feature requests), the prices should be set in percentage of default rather than in dollars. The percentage over / under default is a lot more important than the dollar amount.
Some nice features on the scheduling page (filtering). One of the challenges of the existing UI, and existing filtering was to make the filters "stick". Some operations would re-set the filters (such as scheduling checks). Hopefully, the new filters will stay active.
really do like the new schedule page filters : especially the highlighting of affected routes when selecting specific destinations : excellent addition!
- ui changes will affect whole site and all games
- as mentioned elsewhere, default prices are not getting focus anymore, and we'll be moving to a more dynamic/player influenced pricing.
- the filters will "stick" after every subfunction as they are loaded via ajax, so closing a route for example does not trigger a full page reload - just the content area reload (central part). Back button functionality in those cases isn't working yet as it has issues with mobile browsers but I will look into that later if suitable addon is found.
QuoteIf you wish to manually perform A or B checks the links will redirect you to scheduling page that auto-opens the A/B maintenance window where you can tick "perform the check now" like already currently.
Does this mean that on an unscheduled plane, I'll have to assign A&B checks in order to be able to do a manual B-check? That'll involve at least two more clicks to do a manual check.
You almost never do a manual B check in this game.
Quote from: swiftus27 on June 28, 2013, 10:32:06 AM
You almost never do a manual B check in this game.
Speak for yourself. I often get pulled away for days at a time and when I come back I have a lot of idle planes that have expired B-checks (newly delivered or coming out of a C/D check). I do a manual check on them all before I schedule them, and before transferring a schedule to them I do a manual B-check to avoid losing two days of flying on that schedule because manually checking an idle plane finishes the end of the same game day if started before around 2000 (check is retroactive to the start of the current day), but a manual B-check while transferring a schedule I always lose the day I start the check and the next day.
Yes but those "manual" checks are done when you schedule the real b check. It will warn you of the expiration when you set them. So if you have idle planes, as long as you can get a schedule on it in under 25 minutes, you won't get busted for flying in an expired plane. Of course we are only taking about maybe 4 more button clicks to b check a plane before scheduling so its really not a big deal
Adding routes to schedules is more difficult now that the details of the flights - ie: times and days are hidden until the specific flight is selected on the Add route to schedule to page.
Would be great to un-hide that information.
Really like the "in line" opening of messages rather than the old mode, much faster to navigate. Thanks, Sami.
How do I view airline market share on a route now. I can't figure it out.
Quote from: Pukeko on July 03, 2013, 08:09:07 PM
How do I view airline market share on a route now. I can't figure it out.
The same way as always before, pop up the route planning data from the globe icon or use the route planning page search tools.
Quote from: sami on July 03, 2013, 08:10:34 PM
The same way as always before, pop up the route planning data from the globe icon or use the route planning page search tools.
It only shows me breakdown of economy/business etc. when I click on the globe icon. Is my memory that bad or did it used to also show a pie chart divided up into airline market share?
Aa oh yes, the popup data has only limited information, since I don't wish to load the maps on the popups, so market share was taken out there too. ..good/bad?
normal: https://www.airwaysim.com/game/Routes/Planning/LFBO/EGLL/?go=1
popup: https://www.airwaysim.com/game/Routes/Planning/X/LFBO/EGLL/
As a matter of fact I used to like the market share information a lot - in particular as it was an indication of whether your improved load factors were a permanent gain of a one-off while your competitor was absent (usually for maintenance). I would like to have it back please!
Quote from: sami on July 03, 2013, 08:17:14 PM
Aa oh yes, the popup data has only limited information, since I don't wish to load the maps on the popups, so market share was taken out there too. ..good/bad?
normal: https://www.airwaysim.com/game/Routes/Planning/LFBO/EGLL/?go=1
popup: https://www.airwaysim.com/game/Routes/Planning/X/LFBO/EGLL/
OK. I can only get through the route manage screen...is that correct? When I cam looking at my existing routes there is no easy way to see airline share of a current route? I kind of liked to have the info handy.
Added to popup too now. (no route map there though, intentionally; have to limit the map page loads a bit)
Quote from: sami on July 03, 2013, 08:17:14 PM
Aa oh yes, the popup data has only limited information, since I don't wish to load the maps on the popups, so market share was taken out there too. ..good/bad?
normal: https://www.airwaysim.com/game/Routes/Planning/LFBO/EGLL/?go=1
popup: https://www.airwaysim.com/game/Routes/Planning/X/LFBO/EGLL/
Can do without the map, but market share is something I might do a quick check on that way.
BTW, I noticed the that pie slices move when clicking on them...not sure if that is new or not.
Great update, much better now. Well done Sami.
I really don't like not being able to manually do a B-check without scheduling checks. Especially now that moving a schedule doesn't allow you to do a B-check on the plane you're moving the schedule to. So now I have to actually schedule A & B checks on the idle plane so it can get a B-check, and then move the routes (including the A&B check schedule) from the active plane to the idle plane. I was ok losing the manual B-check on the maintenance page when I thought we could still trigger a B-check from the "move schedule" function, but we need either one or the other.
Question re: Route Planning Screen
There is a new section that shows the Passenger Type Distribution - is that referring to the raw Demand for that Route (i.e. correlating to the first bar on the daily demand graph), what MY airline is carrying (i.e. correlating to the last bar for each day), or what ALL airlines are carrying (i.e. correlating to the green bar for each day)?
Quote from: BD on July 03, 2013, 11:10:10 PM
Question re: Route Planning Screen
There is a new section that shows the Passenger Type Distribution - is that referring to the raw Demand for that Route (i.e. correlating to the first bar on the daily demand graph), what MY airline is carrying (i.e. correlating to the last bar for each day), or what ALL airlines are carrying (i.e. correlating to the green bar for each day)?
I'm gessing it's the raw demand.
Also, in the route planning page, is the bar for airport size/demand scraped?
Quote from: sami on July 03, 2013, 08:17:14 PM
Aa oh yes, the popup data has only limited information, since I don't wish to load the maps on the popups, so market share was taken out there too. ..good/bad?
normal: https://www.airwaysim.com/game/Routes/Planning/LFBO/EGLL/?go=1
popup: https://www.airwaysim.com/game/Routes/Planning/X/LFBO/EGLL/
The big downside to not having maps is it severely limits a users ability to find a viable tech stop point. Not such an issue in MT, but a big hit in JA and early in DOTM games.
Don
Might just be me but I find the site to me a lot slower. I am using google chrome, and never had it cross my mind in the earlier versions, but this time I see a huge difference, very slow.
But it is very nice to see, I'll try it on my desktop in the morning to see if that's any faster.
Quote from: JetWestInc on July 03, 2013, 11:40:26 PM
The big downside to not having maps is it severely limits a users ability to find a viable tech stop point. Not such an issue in MT, but a big hit in JA and early in DOTM games.
You can use the "full" (non popup) route planning view for that then.
This UI update sucks to be honest.
a) NOT made for widescreens, the Route Opening list looks like being optimized for a 4:3 monitor (basically straight out of the 90s), on my 16:10 screen, about 1/3rd is covered with the routes, the remaining 65% are plain white.
b) On route opening pop-ups there are no more quicklinks to the airport slot page, or airport info page. This is one of the biggest minusses, because how the hell am I going to see FAST if it is worth trying to fit a route into some LHR slots that may have appeared magically?! If I have to move back and forth between pages, the slots are gone by the time I click "open route".
c) For a long term player, nothing is where it used to be. I am searching for stuff like a random noob. On the old interface I just knew where I had to click for what. I know this is just a thing of being used to or not, but still sucks for the first 2 yrs, until I know this UI as well as the last. Especially if you try to do something in 5 spare minutes, and waste 3min to find what you want to do, and than lack the time to do it.
However, I like that for once a large project has been tackled in one go, rather than be postponed after a first thought to "the next major update". Keep up that spirit, Sami!!
cheers,
[SC] Jona L.
P.S. Sorry if this doesn't sound too encouraging, but I hope you can work with critics, Sami.
I was waiting for the first one. ;D Since whatever is done (talking generally of any major upgrade in a web service), there is always someone or some people who dislike it anyway (mainly because of your item c) I think .. as I've done a fair bit of these overhauls elsewhere too in the past).
For A); the route opening data list is pretty much exactly as wide as before, and B) can be easily added.
(improvement suggestions to the features forum for later usage/searching as always)
The new layout works fine on my Commodore 64 ... lol
Is the F5 key where it belongs on everyone's keyboard? 7 presses every 2 hours and 20 minutes in this one
Quote from: Kadachiman on July 05, 2013, 02:30:41 PM
The new layout works fine on my Commodore 64 ... lol
I thought v.1.3 was optimized for the TRS-80 ???
Quote from: sami on July 05, 2013, 02:28:06 PM
(improvement suggestions to the features forum for later usage/searching as always)
WILCO
"Similar automated settings will be made for the game day length changing and game naming."
I see this is pre-set, but in the game it says 10 months to end the game, calculating the entire game (65years) on 20mins/day...
Would it be possible to introduce in the calculations the day variability (since it's already set), so we can know the real finish time ???
You already have the time converter function for that.
Quote from: sami on July 06, 2013, 01:16:15 PM
You already have the time converter function for that.
I know... but the time converter sees every day in the whole game as 20mins/day... in the future days will be longer... I was asking if there's a way for the calculation to include the day length change...
"31-Dec-2019 of game time equals (approx.) June 01, 2014, 09:54 PM of real time. "... that's 65 years of gameplay at 20mins/day... since the days will be longer, the real gameplay will also be longer than 10 months 24 days...
Aa, yes, the game itself does not YET know of the longer future days.. That is coming next week
I like this new interface in general.
As some have said - it feels a bit alien at first and is taking me longer but it's already starting to come naturally. Like any front-end change really, so no major complaints there.
A couple of things I've noticed so far...
(1) As Jona said, the quick links to slot availability from the "open route" page are something I used A LOT and am really missing. Probably my biggest complaint so far.
(2) I often keep a "scheduling" page open in it's own tab and then flick back and forward to it to schedule routes as I create them (7-day again) but I noticed that the scheduling page no longer picks up the new routes unless I totally re-load the page each time I create some routes. It did before. This is particularly a pain when you have several pages (several hundred aircraft) of the same type and have to keep re-navigating to the right place. I'm not sure how this can be something which changed with the new UI as it seems it'd be more of a back end function. I guess I just need to get used to using the filters more wisely but it still causes a lot more page reloads than before.
(3) Another thing I really don't like is the way the general "aircraft" page summarises each category - where it lists the first few and then says, for example, "and 6 more...". This has already caused me to lose an aircraft where I didn't know the lease was about to expire and to leave one unscheduled for a week. Can I suggest that there is a new "setting" to say how many items are displayed in each (5,10,20, unlimited) etc.? Or, maybe, once you have clicked on the "more..." tab, it could remember that and stay expanded even when you come back to the page later. Yes, the old page used to get VERY big sometimes but it was one of the most useful pages to keep track of things, especially with a very big airline. Kind of a "to do" list.
(4) The UI in general. Some of the scaling seems to be way out to me. Some stuff is way too large (e.g. the demand graphs on the route planning page look like something made out of supersize lego bricks by a 3-yr old) yet some stuff is WAY too small (The "Certification expected on May-1955." text on the "negotiate to buy new aircraft" screen, for example - almost unreadable even on a big, high quality, 26 inch screen. I've experimented with zooming the browser in and out but I can't find a setting that is totally usable and pleasing to the eye for all screens. Again, I suppose this is to do with tablet support? At least the UI now uses more of my 16:9 screen than it did before, but it's not quite right yet. I am using Chrome btw. but other browsers look basically the same.
(5) Still on the UI sizing - the "route information" popups (and most/all other popup windows) which come up, for example, when clicking the "globe" logo in the "open new route" screen are too big for my browser window. I have to manually re-size them to see all the information. The bottom section is always behind my windows task bar. The old system where the popup came in the middle of the screen (and the rest of the screen greyed out) was not only easier to read but looked a lot more professional too.
(6) A lot of things I used to just click on, I now have to mouse-over and wait for a popup and then click. This I totally understand - it's for touch-screen tablets. I tried the old UI on a tablet and it was virtually unusable. BUT... I used to to do a lot of (right click/open in a new tab), for example when I used to want to edit or close all 7 routes in a 7-day schedule so I could have them all up together. Now this doesn't work and the "base page" is opened again instead of the route info/edit page. Unavoidable I guess but I just wanted to have a gripe. Again, a lot more page reloads than before as I edit one route, then go back to the schedule page (and sometimes re-navigate) and repeat.
All in all, a very worthwhile update which I'm sure will serve well for many years, so don't take the complaining too seriously.
re: #2 on your list, you can now "refresh" the list of unscheduled routes without a full page reload. Click the normal green "+" next to the desired aircraft and there is a "Refresh" button at the bottom. Click that and it will gather newly created routes.
This game works great on my new iPad.
How long will it take for the game not working operation can not launch any aircraft explamari signal and it gives me a folder with a red mark!
Quote from: tvdan1043 on July 03, 2013, 10:19:05 PM
I really don't like not being able to manually do a B-check without scheduling checks. Especially now that moving a schedule doesn't allow you to do a B-check on the plane you're moving the schedule to. So now I have to actually schedule A & B checks on the idle plane so it can get a B-check, and then move the routes (including the A&B check schedule) from the active plane to the idle plane. I was ok losing the manual B-check on the maintenance page when I thought we could still trigger a B-check from the "move schedule" function, but we need either one or the other.
+1
I used the manual B-checks quite often for my planes listed on the UM or planes with outdated checks being returned from a Lessee.
In addition to loss of demand bars in the airport selection section of new routes, I miss the option to look at available slots on the route planning page. In the old version, if you got 0 slots, you could click on the icon and get the airport slot page up so you could see quickly where whether there were available slots close by. This has now gone - the "?" just tells you the daily sloty cost. There seems to be no way other than opening a new window with the airport info page on - hardly "optimised for mobile devices" !
Can this be re-instated please?
MD
Quote from: marcel25 on July 06, 2013, 07:03:52 PM
How long will it take for the game not working operation can not launch any aircraft explamari signal and it gives me a folder with a red mark!
Could please someone from Italy take care of him ?
yes please, I can't speak italian and his translator is just awful.
Can we get back the alliance forum on the "dashboard page"
QuoteCould please someone from Italy take care of him ?
Yes, no offence to the guy as I am sure he is just struggling with the language but he has sent me personally around 10 personal messages asking for advice and I really don't have the time or language to help. He is obviously REALLY struggling and it's a shame nobody can help him.
Quote from: ezzeqiel on July 06, 2013, 01:24:07 PM
I know... but the time converter sees every day in the whole game as 20mins/day... in the future days will be longer... I was asking if there's a way for the calculation to include the day length change...
"31-Dec-2019 of game time equals (approx.) June 01, 2014, 09:54 PM of real time. "... that's 65 years of gameplay at 20mins/day... since the days will be longer, the real gameplay will also be longer than 10 months 24 days...
Quote from: SamiAa, yes, the game itself does not YET know of the longer future days.. That is coming next week
Other issue with this is that I assume the 'credits to complete' displayed are incorrect. Hope next week's fix will change that one, too.
Quote from: knobbygbYes, no offence to the guy as I am sure he is just struggling with the language but he has sent me personally around 10 personal messages asking for advice and I really don't have the time or language to help. He is obviously REALLY struggling and it's a shame nobody can help him.
Yeah. I haven't talked to him at all, but I've seen 5 automated mentor requests for 5 different MT airlines in the last day or so, all his.
Quote from: Suavis on July 06, 2013, 07:20:53 PM
+1
I used the manual B-checks quite often for my planes listed on the UM or planes with outdated checks being returned from a Lessee.
Why do you do B check manually for A/C listed on the UM? Everytime the A/C got lease, it's delivered to the lessor with a fresh B check automatically
Another thing I noticed is that you can no longer reconfigure an aircraft's seating while it's already in maintenance. You used to be able to - and the extra time was just added on to the maintenance. Now it's necessary to wait until you get it back and then reconfigure it. Easy to forget to do this.
Quote from: Sanabas on July 07, 2013, 10:21:08 AM
Other issue with this is that I assume the 'credits to complete' displayed are incorrect. Hope next week's fix will change that one, too.
Yes, indeed.
Quote from: [SC] knobbygb on July 07, 2013, 04:48:22 PM
Another thing I noticed is that you can no longer reconfigure an aircraft's seating while it's already in maintenance. You used to be able to - and the extra time was just added on to the maintenance. Now it's necessary to wait until you get it back and then reconfigure it. Easy to forget to do this.
I think this had a feature rq thread already, probably just a missing link which is fast to add.
Quote from: [SC] knobbygb on July 07, 2013, 05:50:59 AM
Yes, no offence to the guy as I am sure he is just struggling with the language but he has sent me personally around 10 personal messages asking for advice and I really don't have the time or language to help. He is obviously REALLY struggling and it's a shame nobody can help him.
If you need help, I'm italian ;D
Very much enjoying the new interface, finding it most refreshing. Only one small gripe I am having, on the scheduling page, a separator line between aircraft of a slightly darker colour would be most helpful in distinguishing aircraft. I'm often finding myself clicking the wrong button for the aircraft I intend to use. Other than that small thing, I think the job you've done is fantastic Sami!
Quote from: lospaziale on July 07, 2013, 09:23:56 PM
If you need help, I'm italian ;D
Then pm marcel and help him learn
Quote from: Sami
Another change is that handling costs are lower than before for smaller airports, for large airports costs are unchanged. Country's overall cost level is not yet a factor in these costs (like in salaries they are).
AWS assumes ground handling is done by the airport, but in the future separate handling contracts may be added as a new feature (similar to fuel contracts).
(aircraft types mentioned above are rough examples and the actual cost varies between each type of plane, so costs above are approximations)
As noted by the previous post, another change is coming later which takes better into account how busy the airport is with these costs.
I like the looks of this. Do I rerun my 9 seater test airline now, or wait for emptiness of airport/cheapness of labour to make them even more viable?
Quote from: Sanabas on July 18, 2013, 05:03:09 PM
I like the looks of this. Do I rerun my 9 seater test airline now, or wait for emptiness of airport/cheapness of labour to make them even more viable?
i may try this after it is confirm implemented. this, coupled with the city-based demand, could be huge for running regional airline
Quote from: MidlandDeltic on July 06, 2013, 09:26:14 PM
In addition to loss of demand bars in the airport selection section of new routes, I miss the option to look at available slots on the route planning page. In the old version, if you got 0 slots, you could click on the icon and get the airport slot page up so you could see quickly where whether there were available slots close by. This has now gone - the "?" just tells you the daily sloty cost. There seems to be no way other than opening a new window with the airport info page on - hardly "optimised for mobile devices" !
Can this be re-instated please?
MD
Hi,
I thought the same thing at the beginning, but I actually found it.
It has moved almost at the top right. At the same line than Departure (and Destination).
There is 1st the city name, then the flag of the country, then the distance, and then there are 3 icons.
The 1st is a link to information on the airport, the 2nd is a link to the route information, and the 3rd is a link to what you're looking for : the slots!
Quote from: Sanabas on July 18, 2013, 05:03:09 PM
Do I rerun my 9 seater test airline now, or wait for emptiness of airport/cheapness of labour to make them even more viable?
I am not planning staff changes but the other few airport fee changes may be useful still for this, and I would probably finish them today (depending a bit how bad is my flu getting .. :P)
Quote from: sami
Examples (large airport [5], year 2010):
Plane Old cost New cost
B777 (v.large) $1850 $2000
A320 (large) $1200 $1200
ATR (med) $790 $560
DHC6 (small) $550 $150
Examples (middlesize airport [3], year 2010):
Plane Old cost New cost
B777 (v.large) $1750 $1850
A320 (large) $1100 $1000
ATR (med) $690 $420
DHC6 (small) $450 $94
Examples (tiny airport [1], year 2010):
Plane Old cost New cost
ATR (med) $480 $300
DHC6 (small) $240 $50
Okay my response is that we need to stop taxing the rich and giving it to the poor. If they wanted to become airliners, they should've studied harder. Instead they sipped on too much Low Lead and didn't get into Jet school. Now you're giving them a leg up.... sorry, turboprop (if they went to airplane community or vocational school) up. This is unfair to the rest of society who worked hard to earn the right to pull right up to the jetway. Let those bravo-space hogs suffer on the taramac where their passengers deserve to run for cover in a blizzard or rain storm.
Really this is Sami's warped European liberal socialist agenda mindset again being forced upon us. He needs to quit playing Robin Hood and get back to working on City Based Planning already. And when the $%@# will I finally be able to build Clubs and Lounges and manage my in-flight entertainment?
Sounds like you had too much tequila earlier today swiftus ;D
While some of the recent proposals have had an element of...redistribution as you call it, I agree with the comments made by LemonButt and others that the solutions to gameplay challenges should be 'market' driven rather than driven by forced caps.
In regards to this tweak, we all know that is very hard to operate small aircraft profitably with the games existing engine. Last year's tweaks to the pricing engine and significantly lowering the costs for small airplanes to fly into small airports is a good first step.
I do worry about the slot situation, particularly for slot constrained airports and the various remedies that have been thrown about. We need something that's market driven and not an artificial cap on the number of slots that an airline can own.
Cheers
dmoose42
correction: Swiftus prefers beer and not tequila...sorry for the confusion...
nice, bro.
QuoteAs noted by the previous post, another change is coming later which takes better into account how busy the airport is with these costs.
I think this should have had a higher priority... it's not the same landing in Heatrow airport than in Puerto Rico or Tijuana airports ;)
EDIT.. it says "better", but acording to the new tooltip you put, there's absolutely no difference in prices in terms of how busy the airport is...
EDIT2: ok, it's been answered.
QuotePlease do note that all airports start at the cost level "1" with the launch of the feature (and with the start of a new game world) and the costs will scale up or down slowly depending on the airport traffic from now on
Sami is there any maximum on the value that the landing fees can reach (and other fees also)? LHR is already at 18,43 (started at 10). I was just wondering if this was going to grow indefinitely or whether or not their was some limit to it...
edit...now up to 18,66...
* New feature will be added next week, aircraft upgrades.
I love this.. really looking forward to it :)
Waaait a minute. Staff changes.
Now that they're managed at a base level, what happens if we need to reallocate? Are we going to have to sack some and take a CI hit to say, move all medium pilots from one base to another due to fleet upgrades? Or will transfers between bases with no net change in staff count not result in a pay problem? What about pay differential at bases in this case?
Holy basket of wombats.
I think your problem is that you hired wombats instead of people. People can move from base to base. Wombats are stuck at their original base. I am not sure whether or not I hired wombats as well. Hopefully I don't have to find out.
The simplest answer I think is to either view firings at the aggregate level (total head count) or allow users to transfer personnel between bases.
The staff moving between bases and pilot retraining is planned for the near future. However, staff cannot move between bases that are not in the same country then.
Generally speaking though, you cannot move 1000 people from one city to another just like that and expect them to be happy...
Quote from: sami on July 24, 2013, 07:31:57 PM
The staff moving between bases and pilot retraining is planned for the near future. However, staff cannot move between bases that are not in the same country then.
Generally speaking though, you cannot move 1000 people from one city to another just like that and expect them to be happy...
Happens all the time in the US. Staff have the option of moving/commuting or losing their seniority....
Either way, this is a fairly significant and sudden change to the staffing model, and in a way, it feels like the cure is worse than the original disease (collection of bug reports).
Quote from: schro on July 24, 2013, 07:47:48 PM
Happens all the time in the US. Staff have the option of moving/commuting or losing their seniority....
Either way, this is a fairly significant and sudden change to the staffing model, and in a way, it feels like the cure is worse than the original disease (collection of bug reports).
I agree. This imposes a huge penalty on all players with more than one base. You have to take a big CI hit to rebalance your staff each time you move more than a few planes around.
And what happens when you close a base? Does it now fire all those staff and basically wipe out your CI?
Quote from: dmoose42 on July 24, 2013, 03:32:47 AM
Sami is there any maximum on the value that the landing fees can reach (and other fees also)? LHR is already at 18,43 (started at 10). I was just wondering if this was going to grow indefinitely or whether or not their was some limit to it...
edit...now up to 18,66...
+1, is it increasing because of airport expansion(slot)?
Also I was wondering is it normal to have domestic and international pax fee the same? I recall JA HND it started with 2/2, then 2/3.. and now 4/4. For a short range route that charge 48$ a ticket that is slowly eating in the profit. Also shouldn't international route be much more expensive? They are certainly much less affected due to the higher ticket price and in theory... they need to go thru custom :-[
Quote from: EsquireFlyer on July 25, 2013, 05:47:30 AM
And what happens when you close a base? Does it now fire all those staff and basically wipe out your CI?
It's a huge penalty, especially for big airlines, but I think it's necessary. Like sami said, you can't expect to lose nothing when closing the whole base with 100 operating A/C down
Quote from: EsquireFlyer on July 25, 2013, 05:47:30 AM
And what happens when you close a base? Does it now fire all those staff and basically wipe out your CI?
No, and where are you getting this? Closing a base merely moves the staff to HQ. It has always been like that.
Quote from: sami on July 25, 2013, 02:58:00 PM
No, and where are you getting this? Closing a base merely moves the staff to HQ. It has always been like that.
What's about CI hit, sami? I think we're more concern about CI
Quote from: sami on July 25, 2013, 02:58:00 PM
No, and where are you getting this? Closing a base merely moves the staff to HQ. It has always been like that.
Oh ok. I was asking because the new system is not what it has always been like regarding moving planes (staff don't move anymore).
So I was asking what happens when you close a base (do staff still move to HQ). From your response, it sounds like they do, which is good.
I would suggest having the employee transfer/relocation function added as soon as possible (for when moving planes around without closing a base), because the current system seriously handicaps multi-based airlines now. You can charge a fee to move employees if you think it's reasonable (paying the employee's relocation fee), but the airline shouldn't have to take a CI hit of firing employees in City A just to rehire identical employees in City B when moving a plane.
In real life, airlines transfer employees from base to base often, and some employees (FA, pilot) don't even have to live in the city where they are based, and they just commute by deadheading. So, firing and re-hiring employees shouldn't be necessary to move some planes from Base A to B. And normally they don't get a big CI hit just for firing a few employees either--only if it's a mass layoff.
Quote from: sami on July 25, 2013, 02:58:00 PM
No, and where are you getting this? Closing a base merely moves the staff to HQ. It has always been like that.
Scenario: I close a base with 5000 employees. All 5000 employees are moved to HQ. Then I open a base somewhere else. Will the employees hired at the new base be new people, and the 5000 people that were relocated just stay at HQ?
If that's the case, we will take a major CI hit when firing the 5000 people that aren't necessary at the HQ, since we can't move them to the new base. IMHO, I think that's it's just as
unrealistic that 5000 people move to HQ base, as 5000 people moving from HQ to a new base. I would like them to move both ways.
When you open a new base it has the minimum number of people required for a new base who are newly hired ones (this is something like ~50 staff?), and you will then move as much people from HQ to the new base as your new operation requires or hire new staff at the new base, whatever...
Or actually not fully sure if it even hires those minimum amount of people if you have manual staff setting on. Anyway, at no point you will have a direct requirement for a 5000 people in a new base at day 1 when it opens so the whole point is moot.
(and also why are you saying you cannot move them to the new base from HQ?)
Just a question: with the new changes in order to make smaller aircraft more viable option, will there be a possibility to have A-B-C routing again for domestic flights? Maybe with a restriction of 50 seats or something for these flights?
Domestic A-B-C has been in "to do" list but so are many other things too. :P
Basically works so that you'd sell tickets for A-B, A-C, C-A and B-A while route is A-B-C. This allows you to fly small routes (since B-C is not sold).
(* domestic = intra-EU in modern times too)
Any feedback on the base airport finder 'wizard' .. if you've had a chance to test it?
Quote from: sami on September 10, 2013, 08:25:26 PM
Any feedback on the base airport finder 'wizard' .. if you've had a chance to test it?
Ask Jona L. He's BK'd in DOTM like 6 times now :P
Quote from: sami on July 31, 2013, 07:40:06 PM
Domestic A-B-C has been in "to do" list but so are many other things too. :P
Basically works so that you'd sell tickets for A-B, A-C, C-A and B-A while route is A-B-C. This allows you to fly small routes (since B-C is not sold).
(* domestic = intra-EU in modern times too)
I must say in DOTM that I am missing ABCBA routes for the first time. I am based at Paris Orly with a base in Nice. Larger aircraft are somewhat of an issue because the demand just isn't there, but for the demand that is there it is all long haul. Therefore, if you are looking to fly into a short haul slot congested airport with a large aircraft (i.e. Heathrow) and have it flying 7x/week, you can barely get 2 flights/day due to long turnarounds. A 3 hour turnaround with the L1011 flying 2 flights/day = 12 hours on the ground doing turnaround. To make matters worse, my base airports and those slot congested airports are all curfewed. This means with that 12 hours of turnaround time, I also have to coordinate the landings so I can land the aircraft when the airports are open.
So in a nutshell, ABCBA routes would be extremely helpful in my case if I could fly ABCBA where A and C are my base airports--i.e. Orly to Heathrow to Nice to Heathrow to Orly. This would fill up an entire aircraft's schedule and I'd be able to take off when Orly opens and be back at Orly before it closes, but instead I'm using 2 aircraft and smashing in a wildcard route to fill the schedule. Additionally, if there is a long route I want to fly >24 hours from a smaller base (or group of small bases) that can't justify 7 aircraft for 7 day scheduling individually but could collectively, ABCBA makes this possible. So if you have 1 base that can't support 7 aircraft flying 7 day scheduling, you're out of luck. However, if you have 4 bases that could collectively support 7 aircraft, you can make it happen.
I hope all that makes sense...I'm managing otherwise right now, but I don't see the harm of ABCBA scheduling if A and C are bases. This would be a big benefit for airlines with weak long haul demand that doesn't justify a huge fleet of large long haul aircraft.
Edit: I just realized the big airlines would totally abuse this. The fix would be that A cannot be your HQ airport and must be a base. This would then make the aircraft flying the route count against the 100 aircraft limit. Otherwise the big airlines could have 100 aircraft based at a base and then fly in as many additional as they want by using aircraft based that their HQ, circumventing the 100 aircraft limit.
Quote from: Sami
* Route image (RI) related effects on passenger demand calculation have been updated / adjusted. The RI effect is now more clearly visible, and works properly in case of multiple flights. (as always you can attract about 20-40% of the potential demand with 0 RI (depending on the demand) if all other variables remain "standard". Lowering ticket prices may attract more demand even with low RI)
* Some adjustments has been made on how airport slots are randomly released.
* Also some adjustments has been made to demand at the start of new game. It is a slow growth globally as usual, but another calculation has been added there making very high demand routes smaller at the beginning of the game.
* Route image growth rate is adjusted to be a bit slower when going up and faster when going down (12 months 0 -> 100, and 8 months 100 -> 0).
* Marketing adjusted so that it's not possible to achieve high (>50) company image values if you have a very small airline (fleet size).
* Dashboard items "alliance forum" and "press releases" moved a bit higher on the page.
On this recent update, does this mean that, while CI=50 is top max for small airlines, there is also not any adjustment to the
rate of change to CI based on spend level?
Also, as an airline surpasses the size threshold for CI=50, does the cap gradually lift or is it a step function across a few threshold points?
Quote from: LemonButt on September 10, 2013, 10:07:21 PM
Ask Jona L. He's BK'd in DOTM like 6 times now :P
Just stumbled over this by random-clicking around in the forums....
Normally I'd say "screw you", but since this is public and monitored, I'm not ;D (just kidding ;) ).
Well, I'll have you know it was 5 times, and it is mostly because I'm lacking time to manage anything serious.
Anyways, I've used the wizard for JA, and it appears, that the "disclaimer" about the player being smarter than the search engine is correct. It came up with a few useful ideas, but most of them were not exactly ideal, and it didn't find anything for some search criteria (I can't remember which though).
cheers,
[SC] Jona L.
How is a very small airline defined? By number aircrafts? Number of routes? PAX ? Aircraft sizes ?
Fleet size equals number of aircraft, as i get it
Re: The ability to reuse flight numbers now.
This will help to clean up the timetable pages and is a welcome addition. Can I make one more request on this topic, though? As of now, it appears that we will have to manually change the flight number. This alone will be enough to keep some users from using this feature (adds another step to scheduling) including me.
With that in mind, can an option be added to the "create another route like this for the next day" option to use the same flight number? Maybe a check box?
Don
I'll change it so that 'create next day' button will use the same flight number, if the origin flight is planned 1x weekly. That should do it for most...?
That would be great, thank you!
Don
Quote from: sami on October 07, 2013, 05:19:01 PM
I'll change it so that 'create next day' button will use the same flight number, if the origin flight is planned 1x weekly. That should do it for most...?
I haven't seen it in action yet, but it would be great if it was collapsible / expandable.
Quote from: sami on October 07, 2013, 05:19:01 PM
I'll change it so that 'create next day' button will use the same flight number, if the origin flight is planned 1x weekly. That should do it for most...?
I have been playing with this and updating routes. I think the best solution is to make AWS "smart" and do the route pairing automagically. When a route is submitted that isn't 7 days/week, do a quick select on the database for routes to the destination that depart at the same time with the same fleet type and update the flight numbers in the background. You could also just loop this function to clean up the existing database entries. The only caveat is it will break if you have some clown trying to schedule more than 1 flight daily at the same exact time.
Also, instead of the keyword search on flight numbers, I think it would be slicker/cleaner to have a drop down that shows the flights with a link to view them. So it would look like this:
Flight:
FT1024
Drop Down on click, close on blur:
1-3-5-7 (direct link to flight--no keyword searching in manage routes)
-2----- (direct link)
---4--- (direct link)
-----6- (direct link)
Quote from: JumboShrimp on October 07, 2013, 10:39:00 PM
I haven't seen it in action yet, but it would be great if it was collapsible / expandable.
I noticed that it kind of is. Clicking the collapsed flight number opens the Manage Routes page with the 7 component flights. Very neat. :)
I'll probably use this in MT where I don't have many 7-day schedules yet, so changing will be easy.
However, my DOTM airline has a massive number of 7-day schedules and I have developed my own way of simplifying it that works incredibly well for me (although nobody else seems to be able to understand it... I'm used to that). I hope I will be able to continue doing it the "old" way for the duration of that game, my notes and research depend on my route number scheme staying the way it is. Changing it mid-stream is going to result in chaos. At the very least, I need to wait until my first round of fleet retirements to change flight numbering schemes.
For CI <50, how is the small airline define? Asked already but not answered. Thx.
Also, on routes page, is it possible to add a link that will display all routes at once, instead of clicking next, next, next?
Quote from: rubiohiguey on October 08, 2013, 12:53:30 PM
Also, on routes page, is it possible to add a link that will display all routes at once, instead of clicking next, next, next?
I'm not exactly sure what you're referring to, but if you're looking at opening route planning pages for a number of routes, I would suggest right clicking and opening them in a new tab (or click your mousewheel). That will allow you to have the search window open along with however many route pages that you want.
Quote from: schro on October 08, 2013, 01:32:39 PM
I'm not exactly sure what you're referring to, but if you're looking at opening route planning pages for a number of routes, I would suggest right clicking and opening them in a new tab (or click your mousewheel). That will allow you to have the search window open along with however many route pages that you want.
Nope, what I mean is under -> Routes -> Manage Routes, only a part of the routes is displayed, and then you have to click "Next Page" on the bottom.
I would like a link (or settings option) where all routes would be displayed at once, without having to click next page, next page, next page ...
Quote from: rubiohiguey on October 08, 2013, 04:05:05 PM
Nope, what I mean is under -> Routes -> Manage Routes, only a part of the routes is displayed, and then you have to click "Next Page" on the bottom.
I would like a link (or settings option) where all routes would be displayed at once, without having to click next page, next page, next page ...
There is a setting available to display up to 90 per page. After that, you'll want to make use of the various search and sorting options that you have. Once you've got a few thousand routes, no level of pagination is going to help you...
Quote from: sami
You can now assign the same flight number for multiple individual flights. The requirements are that the routes must be to the same destination and on different days (local departure day from base airport); aircraft type or departure time makes no difference...
Please note that this change has no effect on current routes that have _different_ flight numbers. So I'd request all players who use this 7 day method to create flights with the same flight numbers from now on.
The "current routes not affected" part of the message seems to address whether this change will convert existing routes under the same criteria. It won't. No problem.
Not sure if I am reading between the lines, but can one change the flight number assignment on existing flights to bring them together under one?
I noticed this works like a charm after creating a route and then clicking on create same route on another day option. I'd hate to have my browser blow up mid way through as I wouldn't have access to "create on another day" option (that I know of) and then have no means to bring new routes under that same number.
Yes of course, the flight number can be changed any time.
(I won't force the system to automatically change or group anything that do not have the same number, as it would create more problems. But I am not expecting people to change their current numbers either, more of a thing for the future games and any newly added flights in current games)
Quote* Some changes to airport slot pricings:
- The new slot fees for monopoly position (>50% of owned slots at any large airport that is slot limited) are increased.
- A new calculation to dynamic slot costs that checks how many slots your airline has acquired from this airport in the near past, scaling costs according to this (= lots of new slots in the last two months will increase the costs). This discourages airlines to get large amount of slots from airports at once batch (= when they are released) giving others better chances when they become too expensive for the one. The settings and costs are scaled so that it does not limit normal airlines opening a few new routes every week.
- Also some other minor adjustments.
While this might have been a good idea, the scale of the effect is simply preposterous. A single day now costs as much as an entire set did before, and that is more than a month after getting the last major amount of slots, so if I had just gotten any measurable amount beside the occasional single slot, I would probably pay even more.
I agree that the slot system needs some overhaul, but adding this punitive system without any advance notice is just plain wrong. This is simply doctoring on the symptoms while neglecting the true problem at the core of it, and it takes away the single method of potentially controlling the competition (locking them out) that was left for the players after the changes made earlier in the year which practically made it impossible for anyone to bankrupt if he made no major mistakes.
A new system, yes please, but this tinkering with a broken system is crap.
Sami,
It is ridiculous to pay 10M per 1 single slot! Longhaul flights usually create profits about 100-200K. So, it will take YEAR to beat slot cost. And there is also aircraft, fuel, fees!
You'd better improve fleet commonality system rather than kill big airlines!
Not sure, I'll continue the game after using my existing credits... Because it will just become boring without open new routes(
Right... $4.500.000 to get your EMB120 in the air from Glasgow. Sami, I do understand that the game is an ongoing development and I don't like to complain as I do appreciate the enormous amount of work you put into our favourite game. But I am sorry to say that you crossed the line. For those operating larger aircraft last night changes may come at a cost, but dare flying anything under 70 seats and last night changes make one wonder if operating the airline is viable. For me it has come to the point that 1 slot is worth 1 MONTH!!! airline income. I'm sorry, but I'm simply not able to dig any deeper in my pockets to cough up for the slots.
Yes... 800K was a hell of a lot of money for a slot, but with the right tactics you could at least have a return of investment in 100 to 150 days. This will take me over a year for a ROI for just 1 slot. My Embrears need to fly at least 8 legs a day to be financially viable.
Yes, I know 30 seater take a lot of skill to survive this game. You know Sami.... I like that. It is challenging me, just what I seek in a game. And it went well.... at least until someone uploaded some code that changed the world. For your information, I have 3 aircraft on order and I know I CANT SLOT THEM. Thanks for this destructive earthquake.
* Some changes to airport slot pricings:
- The new slot fees for monopoly position (>50% of owned slots at any large airport that is slot limited) are increased.
- A new calculation to dynamic slot costs that checks how many slots your airline has acquired from this airport in the near past, scaling costs according to this (= lots of new slots in the last two months will increase the costs). This discourages airlines to get large amount of slots from airports at once batch (= when they are released) giving others better chances when they become too expensive for the one. The settings and costs are scaled so that it does not limit normal airlines opening a few new routes every week.
- Also some other minor adjustments.
UTTER NONSENSE ! I will close all my airlines and go and play airlinesim instantly, as will other players I have spoken to ! This is a step to far for me.
I also want to emphasize that this change is the death warrant to any airline that has already ordered a lot of aircraft. If it is prohibitively expensive to get them in the air, they will have to sit idle with their leasing fees due anyway, thus bankrupting the airline.
I will make it plain: If this 'adjustment' stays the way it is, I am out of here.
A sudden injection of such change should not be happening in the middle of a game. especially not after a discussion that is opened after 2 days. Unlike flight number collapse which is mainly cosmetic. This changes one how to play on the whole game level.
the cost for slot grabbing should be equal for all airline... smaller airline should not be exempt from this unless your plan is to allow anyone to catch up to any airline who have a lead over another regardless how they play.
I understand changes need to be made but this pretty much kills desire of anyone who wants to play a larger airline as it is not possible to maintain.
just burnt thru savings of almost 2 RL days myself, got 3 set of slot, I can fit that on a 737 and see my competition get the rest of them... at minimal cost yet they can order Wide body plane while I can't.... This is slowing turning into WoW.
Quote from: SAC on October 10, 2013, 10:03:36 AM
*Samistuff
UTTER NONSENSE ! I will close all my airlines and go and play airlinesim instantly, as will other players I have spoken to ! This is a step to far for me.
Come come.... He made a mistake and by staying polite we get more done then threatening that we go and play elsewhere. Everyone can make mistakes. That's a human factor.
Think someone in Finland is already making new code.... ;)
Good to se Sami finally does someting regarding to the biggest issue in the game.
As i read the change it will only be costful for the people there is slot hogging.
So that is good. But there should sure be a pricing system after aircraft type.
Quote from: Maarten Otto on October 10, 2013, 10:08:09 AM
Come come.... He made a mistake and by staying polite we get more done then threatening that we go and play elsewhere. Everyone can make mistakes. That's a human factor.
Think someone in Finland is already making new code.... ;)
I chose to spend money on an airline sim and I will spend it where I enjoy playing. These ill thought out changes are not a new thing. Just had completely and utterly enough...
Such a huge change - without any heads up - is not acceptable as it drastically changes the dynamics.
This just can not be done in the middle of a game!
The slot system has been broken since long, but this is NOT the solution.
Not sure I will want to continue under such circumstances.
This fix is simply to control the utter slot hoarding some people have fallen to. The slots do grow over time as you know, and they appear at random times. The problem is that lately it seems that for every slot update into a major airport ONE individual airline from that airport gets ALL the slots released, several times in a row. This is a problem and should be addressed.
The change merely factors into the amount of slots your airline has taken in the near past and factors the cost according to that. Maarten for example, you've gotten some 150 new slots in the last 60 days if I looked right, hence the cost there (though I adjusted it a bit after your post to make it more reasonable). The slots gotten in the very near days have more effect on this cost calculation, so getting 300 new slots in one day will be costly, but getting 300 over let's say 6 months doesn't cost any more than before.
For the "ultimate slot solution" in the long term, if any, please post ideas here: https://www.airwaysim.com/forum/index.php/topic,49624.0.html
edit/add: Also have to say that the slot growth rate in MT#9 has been slower than before (the usual "game start slot growth"), but it seems that it's a bit too slow now even since focus on just getting any new slots has become the main point, which is not the intention. It was also slightly adjusted with these changes.
Quote from: sami on October 10, 2013, 10:16:19 AM
For the "ultimate slot solution" in the long term, if any, please post ideas here: https://www.airwaysim.com/forum/index.php/topic,49624.0.html
Could we just come up with a good solution in that thread, and roll back this stop-gap measure?
I doubt anyone will be here to witness any 'ultimate solution' due to the widespread disconsent with the temporary solution you have implemented. I have told you before, and I am telling you now, implementing such major changes in running game worlds without any prior warning is bad style and unfair to a large share of players. I will not tolerate any more of this.
This change you have made is absolute crap and completely redundant.
It does not only slow players who want to run a big airline. It ultimately is the unavoidable imminent bankruptcy for an airline like mine with a lot of aircraft on order for which I will not be able to get slots. It is also completely unfair to players who want to operate smaller aircraft like Dash 8 and completely counteracts anything that was done to make smaller aircraft more playable.
There is no logic in the change and it is unfair to a large share of players, there is just no way around that.
Indeed... These changes CAN ONLY come into force BEFORE a world starts so we can plan ahead and change our tactics BEFORE we start playing. I stick around and hope this "Eco fundamentalistic takeover' will be reversed and be implemented in A NEW GAMEWORLD instead of a running one.
Sami, your solution is underdeveloped. Calibration is a nightmare. IMHO you should spend more time on testisting it with a large group of testers (using different strategies)
I am not for stopping other airlines getting slots, although I have been more than successful getting slots recently, so just keep the costs the same and release more slots and more often, that way we can all still all grow, and one airline would still find it hard to capture these more frequent slots even if priced similar to what is was. Seriously Sami, I do not want to play a game where all I have to do is save for slots and I will honestly quit playing and as a long term user that is not good customer service !
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fc0BWur0.png&hash=df00c2f4b96439895643d7027d6892bede572296)
burnt 100m for like 4+-1 set of slot.....(and 20m loan) :-[
Demand a refund from Sami as it clearly shows that he made some mistake and uploaded code to a running game instead of the test server.
Yes... Whoops indeed Sami ;D
Lol..
I ordered ATR's as that was part of my strategy. Now how should I schedule these birds if I have to pay 40mil to schedule one bird. (Got 10 coming....)
I do feel that you are widely now making this a bigger issue than it is, and would suggest to check again the prices you get for the slots, since as posted in bugs forum there was a wrong scaling value (affected some cases) live for about 45 mins there, but Maarten's post made me check it again. (in his case the original "new" cost was $4.5 while it should have been ~$2.0; his airline has acquired 150+ new slots during the last 60 days, which is a lot, so it falls into the extra fee's higher end there).
And also, if you read the change notifications (quoted here too), the change only affects situations where you get a lots of slots in a row. Normal scheduling of couple of planes (2-3 routes each etc) is not affected but getting hundreds+ slots in a row is the thing that is costly, and I feel that you are missing this point entirely here now.
(If you spot any "ridiculous" sums please drop a note to me so I can investigate, it should all ok and it's been tested but anything is possible like always.)
Edit: Another check out of interest: SAC who has gotten 120 new slots in last 2 months is getting a single slot from AMS on saturday at 15.50. Previous cost was ~450k, new cost is ~570k. Not a drastic change in my mind?
Sami I did would not have signed up to this game anymore if I knew these changes were upcoming, so If feel I have been mis-sold too. If I quit I would like a full refund for the money I have wasted on this game so far, as I have said you have mis-sold me this product.
There may be some merit to the slot solution, if it was airport-wide, not player specific. If it is going to cost me $38m to get the next set of slots (1$1m after the last update), then let the next guy be asked to pay the same price.
The way the system is implemented, a large airline will end up with an A333 siting on a tarmac, because of an unaffordable ($11m) slot cost, but the next guy will get the same slot for 100k to fly an ATR into the same airport.
The slot will still be gone, the airport will still be out of slots, but the slot will end up used the least efficiently...
If the system intends to prevent the waste of slots through very high slot cost, make it universal, airport - wide, not this Karl Marx / Barack Obama slot allocation system...
Yes Sami... But also tell that I do not fly big birds but small s***ty turbo stuff that is terribly EXPANSIVE already if you pay 800K for a regular slot. But again... This is a Boeing and Airbus airline simulator. Those guys got the money as their overhead is low. Yet my aircraft can not fly 3 hour routes so they fly more legs a day.... resulting in more slots to make it financially viable. And I do pay for that as slots run out I have to pay more per slot. And I was happy with how things were.
Quote from: sami on October 10, 2013, 10:39:24 AM
I do feel that you are widely now making this a bigger issue than it is
Absolutely not. You have been told the arguments for that. I will check the effect of the revised change when there is the next slot drop in LAX, but even if it would be acceptable now, the change remains absolute ill thought out crap that will at any rate make airlines running small aircraft unviable again.
Quote from: saftfrucht on October 10, 2013, 10:53:14 AM
I will check the effect of the revised change when there is the next slot drop in LAX
You can already check that using the single slots available there (weekend days for example). Just multiply by 7. Of course depends on how many new routes you have opened previously, but it shouldn't exceed the 120-130 what the example below has.
Quote from: sami on October 10, 2013, 10:39:24 AM
Edit: Another check out of interest: SAC who has gotten 120 new slots in last 2 months is getting a single slot from AMS on saturday at 15.50. Previous cost was ~450k, new cost is ~570k. Not a drastic change in my mind?
Quote from: sami on October 10, 2013, 10:55:09 AM
You can already check that using the single slots available there (weekend days for example). Just multiply by 7. Of course depends on how many new routes you have opened previously, but it shouldn't exceed the 120-130 what the example below has.
The way I understood it from alliance members who had a slot drop, the costs of slot grew exponentially, so looking at the cost of single slots is not really representative.
Okay... lets VOTE. As we pay for the product let's put democracy in place.
Do we want this yes or no?
Quote from: saftfrucht on October 10, 2013, 11:00:47 AM
The way I understood it from alliance members who had a slot drop, the costs of slot grew exponentially, so looking at the cost of single slots is not really representative.
Yes, it takes into account how much slots you have gotten previously. But in my example the player had already 120 new previous slots in the period where it's examined, and that is a very high number already.
Examples: If he would have taken 100 new slots (from this given airport) during last 2 game days and another 120 during last 60 game days cost would have been $800k per slot instead of $570k (120 during 60 days), and base cost in this example (no new slots in 60 days) is the mentioned ~470k. (And 120 slots means 1 new operation every day, 17hrs/day which is very much, and 100+120 (the first $800k example) is already a huge amount...). These numbers are just single examples though, just to show the scale. But in practical terms nobody is ever getting 200+ slots in 60 game days really, so the first example (about 1.8x of original cost) is rather theoretical.
(^if that didn't make any sense, I can make another example later on if requested.)
For normal scheduling/route planning this should have no or very little effect like mentioned, so should have no effect on small airlines either - unless you create routes for 10+ planes at once or try to snap all slots of an airport once they appear.
Oh, and to add - like posted in the other sub-forum; if you feel that during the 45 min period when the wrong factor value was online you spent too much (ie. tens of millions?), please PM me with details (ref. this thread (https://www.airwaysim.com/forum/index.php/topic,49661.msg277780.html#msg277780))
For someone operating 737's.... YES. For someone operating small turboprops with 30 seats..... Nah.... And then again... I already paid more per slot as they became more expansive over time. That was a feature received by a lot of people with great applause BTW.
the fix(I am not sure is it back to the old system, or is it a new formula that is implemented) seems more manageable.. as I was a heavy intake of few previous slot drop. I think slot drop priced gained roughly 30%+ if not more... But I don't know how high will this go as sami indicated slot drop should be much frequent.
I'm not commenting on the new changes, which might or might not be good (I think we need time to evaluate and every consideration uttered right now is just guts feelings). Still, I think that introducing big changes (a part from bugfixes) in running game worlds, especially without any forewarning, should be avoided and looks a bit "unethical"... if there is such thing as ethics in computer gaming (I suppose so).
So if I'm reading this right, it's increasing the slot price massively, for those that "own" more than 50% of the "owned" slot fees at a given airport
What about in a decent sized airport with 2 smaller players. Heaps of room for expansion for all, but because 1 player has greater than 50% of the slots purchased so far, he's going to get penalized?
I can see why it's in place for Heathrow, etc, but that's going to kill a lot of other places
I wonder what will happen if you base at an airport with say 4 or 8 slots per hour.... Get a nice 1.6 million slot price presented as well?
Quote from: Lavo on October 10, 2013, 11:37:47 AM
So if I'm reading this right, it's increasing the slot price massively, for those that "own" more than 50% of the "owned" slot fees at a given airport
No, not correct ..
The anti-monopoly fee has been there always, and it kicks in when airport is slot controlled (no or very few free slots), and only if one airline (you) owns more than 50% of the slots, all slots - taken and available ones. The cost factor has been increased a bit in that case, that is the only change -
the principle here has not changed at all. And that cost too is relative to the amount of slots you own, so it's not "5 million more at the minute you have 50% slots". So unless you own 80% of LHR's all slots, it's not an issue to worry of.
If your "slot share" is 100% but there are free slots, there are no changes. (= mostly the case for a small airport)
Quote from: Lavo on October 10, 2013, 11:37:47 AM
So if I'm reading this right, it's increasing the slot price massively, for those that "own" more than 50% of the "owned" slot fees at a given airport
What about in a decent sized airport with 2 smaller players. Heaps of room for expansion for all, but because 1 player has greater than 50% of the slots purchased so far, he's going to get penalized?
Yeah, that's the new Karl Marx slot allocation. If there are 2 equally large players both own 40% of the slots, 80% combined, the airport is slot locked and the rest of the world is pretty much locked out of the airport all is fine.
But if one of the 2 players outgrows the other and reaches 50% of slots, and the other falls to 30% of slots, the larger player gets penalized for playing too well.
Nothing really changes to slot availability, airport is still slot locked, 2 players still own 80% combined, and the rest of the world is still shut out.
So the purpose this change served was to punish a more successful airline for being too successful...
Quote from: Lavo on October 10, 2013, 11:37:47 AM
So if I'm reading this right, it's increasing the slot price massively, for those that "own" more than 50% of the "owned" slot fees at a given airport
What about in a decent sized airport with 2 smaller players. Heaps of room for expansion for all, but because 1 player has greater than 50% of the slots purchased so far, he's going to get penalized?
I can see why it's in place for Heathrow, etc, but that's going to kill a lot of other places
as posted by sami : ' - The new slot fees for monopoly position (>50% of owned slots at any large airport that is slot limited) are increased.'
So its not across-the-board at all airports, just the usual problematic ones...
Quote from: JumboShrimp on October 10, 2013, 12:00:06 PM
So the purpose this change served was to punish a more successful airline for being too successful...
As most other changes have been orientated towards going back for some time ! What is needed is a "brutal" level of game where all these silly restrictions that protect lesser active players are lifted and those who want to be in a proper battle and end up being massive can do so....but enter at your own risk ! I for one would love that ;D
Quote from: sami on October 10, 2013, 11:56:28 AM
No, not correct ..
The anti-monopoly fee has been there always, and it kicks in when airport is slot controlled (no or very few free slots), and only if one airline (you) owns more than 50% of the slots. The cost factor has been increased a bit in that case, that is the only change - the principle here has not changed at all.
If your "slot share" is 100% but there are free slots, there are no changes.
Would that mean if I'm "solo" at a base, I've got no penalty at all, no matter how many slots I take?
Further, if that's so, does anyone joining or basing at that airport immediately trigger the anti-monopoly penalties?
Quote from: SAC on October 10, 2013, 12:05:37 PM
As most other changes have been orientated towards going back for some time ! What is needed is a "brutal" level of game where all these silly restrictions that protect lesser active players are lifted and those who want to be in a proper battle and end up being massive can do so....but enter at your own risk ! I for one would love that ;D
that would be scary : AWS - Armageddon : but could be enormous fun too :)
Quote from: brique on October 10, 2013, 12:05:13 PM
as posted by sami : ' - The new slot fees for monopoly position (>50% of owned slots at any large airport that is slot limited) are increased.'
So its not across-the-board at all airports, just the usual problematic ones...
I think the number of these "problematic ones" is going to be quite large. I am not even on the first page of top airports (DXB), and my airport appears to be one of the problematic ones...
Quote from: brique on October 10, 2013, 12:09:55 PM
that would be scary : AWS - Armageddon : but could be enormous fun too :)
Exactly - no restrictions on oversupply, no restrictions on how many used a/c you can take in a week, no restrictions on anything....any thing goes with no complaints. That is my ideal AWS world. ABCBA routes included please :)
Quote from: SAC on October 10, 2013, 12:05:37 PM
As most other changes have been orientated towards going back for some time ! What is needed is a "brutal" level of game where all these silly restrictions that protect lesser active players are lifted and those who want to be in a proper battle and end up being massive can do so....but enter at your own risk ! I for one would love that ;D
that might be fun..... feature request?
Quote from: sami on October 10, 2013, 11:56:28 AM
No, not correct ..
The anti-monopoly fee has been there always, and it kicks in when airport is slot controlled (no or very few free slots), and only if one airline (you) owns more than 50% of the slots, all slots - taken and available ones. The cost factor has been increased a bit in that case, that is the only change - the principle here has not changed at all. And that cost too is relative to the amount of slots you own, so it's not "5 million more at the minute you have 50% slots". So unless you own 80% of LHR's all slots, it's not an issue to worry of.
If your "slot share" is 100% but there are free slots, there are no changes. (= mostly the case for a small airport)
(no or very few free slots), is that a hard figure? A certain percentage? I ask, because I don't think even half of the slots are used at my base, and my slot fees just quadrupled in certain spots (uncertain about exact figures - I admit I was just happily creating routes when I was quite surprised to find that my money had ran out!).
Quote from: SAC on October 10, 2013, 12:05:37 PM
As most other changes have been orientated towards going back for some time ! What is needed is a "brutal" level of game where all these silly restrictions that protect lesser active players are lifted and those who want to be in a proper battle and end up being massive can do so....but enter at your own risk ! I for one would love that ;D
For other changes in the past, it was only a side effect. This is the only change that I am aware off that intentionally punishes a player from being successful.
There is no determination of slot abuse. Flying a Beechcraft into a large, slot constrained airport is just fine. But outgrowing the competition, reaching 50% of slots? Smack!
Quote from: JumboShrimp on October 10, 2013, 12:22:49 PM
But outgrowing the competition, reaching 50% of slots?
again, this slot cost metric has been there always.
What is the purpose of a 'beginners world' if any game world is slowly transferred into one?
Don't like you can't get LHR slots... THEN DON'T BASE THERE!!!! Join a beginners world if you need protection and can't face people who know how to run an airline in this game.
Quote from: Maarten Otto on October 10, 2013, 12:38:31 PM
What is the purpose of a 'beginners world' if any game world is slowly transferred into one?
Don't like you can't get LHR slots... THEN DON'T BASE THERE!!!! Join a beginners world if you need protection and can't face people who know how to run an airline in this game.
Now we're getting to the point IMO ! It is obvious that the worlds biggest airports will be slot locked by big airlines. Don't like it - don't base there ! But what is happening is just a few airlines are moaning forcing Sami into changes that are just not needed which now brings displeasure to many ! Maybe Sami should have just sent the moaners a PM saying "That is what happens at JFK. Why not try beginers world, or basing somewhere where which will not be obviously slot locked !"
Remember ABCBA.... Lost for over 2 years now.... or was it 3? That could make expansive slots at least a bit more financial viable as the BC section could come in relatively cheap compared to the home base slots.
But I believe asking the return of some freedom of the sky ABCA and ABCBA is like asking the pope to say kicking a homosexual is a sin.
Quote from: SAC on October 10, 2013, 12:42:27 PM
Now we're getting to the point IMO ! It is obvious that the worlds biggest airports will be slot locked by big airlines. Don't like it - don't base there ! But what is happening is just a few airlines are moaning forcing Sami into changes that are just not needed which now brings displeasure to many ! Maybe Sami should have just sent the moaners a PM saying "That is what happens at JFK. Why not try beginers world !"
Yes--airlines at slot restricted airlines should enjoy a monopoly with no competition from the outside world. It's not even a matter of the airlines that are based there, but those that aren't that make it literally impossible to compete against those who are based there. Heaven forbid they actually have to play the game and compete against other airlines. If all you want to do is click/deploy without using any brainpower, there are plenty of other games on the net you can play. I'm pretty sure sami doesn't want to dumb the game down so that 4th graders can dominate though.
Quote from: Maarten Otto on October 10, 2013, 12:48:02 PM
Remember ABCBA.... Lost for over 2 years now.... or was it 3? That could make expansive slots at least a bit more financial viable as the BC section could come in relatively cheap compared to the home base slots.
But I believe asking the return of some freedom of the sky ABCA and ABCBA is like asking the pope to say kicking a homosexual is a sin.
ABCBA would be helpful, but should be restricted so that A = base airport (not HQ) and C = base/HQ. This would make it possible for an airline based at small airports to deploy long haul aircraft where one base can't support it, but collectively all your bases could.
Moaning (like right here now) was not by beginners, but always by other experienced players who where not lucky to win the LHR race.
Why not giving it a try and just wait a little time before grabbing new slots because new system is time sensitive and prizes drop if you make a pause inbetween two grabs.
Quote from: exchlbg on October 10, 2013, 12:50:55 PM
Moaning (like right here now) was not by beginners, but always by other experienced players who where not lucky to win the LHR race.
Why not giving it a try and just wait a little time before grabbing new slots because new system is time sensitive and prizes drop if you make a pause inbetween two grabs.
Thank you for being so short sighted. I am an relatively experienced player and I NEVER lost the LHR battle as I do not wish to take part in that kind of stuff. And do you have any thoughts about how it can be financially viable of operating a 30 seater while 'waiting' for cheaper slots? That overhead will kill my airline.
Oh yes I forgot.... "Why not run the usual monkey 373 airline'
I think the root cause of the MT9 fiasco is the incredibly slow pace that slots have dropped thus far in the game world....
I wouldn't call that a 'fiasco' as everyone knows that slots will run out and those that are available become expansive. Strategies have been based on that when this world started.
Quote from: LemonButt on October 10, 2013, 12:48:32 PM
Yes--airlines at slot restricted airlines should enjoy a monopoly with no competition from the outside world. It's not even a matter of the airlines that are based there, but those that aren't that make it literally impossible to compete against those who are based there. Heaven forbid they actually have to play the game and compete against other airlines. If all you want to do is click/deploy without using any brainpower, there are plenty of other games on the net you can play. I'm pretty sure sami doesn't want to dumb the game down so that 4th graders can dominate though.
The competition would be there if the airport has enough slots to serve all of its demand and then some (for competition).
Creating competition, a horse race, by shooting the leading horse is not exactly the best way to go.
Quote from: schro on October 10, 2013, 12:56:21 PM
I think the root cause of the MT9 fiasco is the incredibly slow pace that slots have dropped thus far in the game world....
And the 50% slot reduction at the start of the game world. I always thought it was a bad idea...
The busy airports would still get slot constrained by 2nd, 3rd, 4th year of the game world. But why move up this problem and have most airports slot constrained within the first game year?
Quote from: JumboShrimp on October 10, 2013, 01:02:58 PM
The competition would be there if the airport has enough slots to serve all of its demand and then some (for competition).
Creating competition, a horse race, by shooting the leading horse is not exactly the best way to go.
I think we're talking about two different things and I agree that shooting the leading horse isn't the solution, but forcing them to play smarter versus harder is the solution. It goes back to opportunity cost and economics being the study of how businesses use their scarce resources to maximize their profits. Slots are more expensive now and thus more scarce for players, therefore they have to work smarter to maximize their profits using those scarce resources. The current system is I get a slot to everyone else's detriment. As long as that is the rule of the land (versus an exclusive slot pool as I proposed with terminals), you have to do something to make sure players aren't hogging all the slots and making it literally impossible to compete against them.
Quote from: JumboShrimp on October 10, 2013, 01:07:49 PM
And the 50% slot reduction at the start of the game world. I always thought it was a bad idea...
Again, slots taken by players at the detriment of others, so the only way to ensure availability is by a gradual release of slots to give everyone a fair shot. It goes back again to giving each player an exclusive slot pool via terminals. It's like democracy--it's a terrible system, but it's the best we've got.
Quote from: LemonButt on October 10, 2013, 01:11:05 PMSlots are more expensive now and thus more scarce for players, therefore they have to work smarter to maximize their profits using those scarce resources.
That's a lovely idea, but it doesn't work for a player like me who has already allocated his ressources in a formerly smart way, and is now screwed by an unannounced change. It simply doesn't work that way. What do you think would my employees say if I went to them and said 'Hey, it's unfair that those who spend the longest hours in the office got paid the most, I decided that you have to pay to come to work'. Seriously? It's no different. The insertion of this change in a running game was a mistake and needs to be rectified.
Decide about changes beforehand and add them in new game worlds after testing them in a dedicated test game. If I am not much mistaken that was the way things were handled when I joined the game 2 years ago, it is sad things took a course to the worse.
Indeed. Sometimes there were BETA test servers and things were introduced when a world started.
It is not only a good way to see how things develop (and can be fine tuned) but also respectful to players who pay REAL MONEY to play this game. As a paying customer I agreed to the terms and conditions of this game world. I can't remember seeing a disclosure telling me this game world would face the introduction of a new or changed slotting system DURING the game. If that would have been told beforehand I would have chosen another tactic for this game world and INDEED started out of LHR for a change as It might have brought some more chances of fair game-play.
But it is not to late for the lead developer to come to senses and Re-introduce this thing in a proper way, at the start of a game world.
Quote from: LemonButt on October 10, 2013, 01:11:05 PM
I think we're talking about two different things and I agree that shooting the leading horse isn't the solution, but forcing them to play smarter versus harder is the solution. It goes back to opportunity cost and economics being the study of how businesses use their scarce resources to maximize their profits. Slots are more expensive now and thus more scarce for players, therefore they have to work smarter to maximize their profits using those scarce resources. The current system is I get a slot to everyone else's detriment. As long as that is the rule of the land (versus an exclusive slot pool as I proposed with terminals), you have to do something to make sure players aren't hogging all the slots and making it literally impossible to compete against them.
I agree with all that, but if one airline has to pay $4m for a set of slots, and the next airline is going to pay 100k for the same set, it does not lend itself to the most efficient use of resources. I have no problem with higher slot prices, to make the scarce slots ever harder to acquire - as long as everyone is playing by the same rules and pays the same price. That's just the beginning.
If you want more competition at an airport, facilitate it by greater capacity, allowing increased supply (through airport expansion, more slots) rather than by selective restrictions on the supply.
Sorry guys but Sami wrote this:
QuoteExamples: If he would have taken 100 new slots (from this given airport) during last 2 game days and another 120 during last 60 game days cost would have been $800k per slot instead of $570k (120 during 60 days), and base cost in this example (no new slots in 60 days) is the mentioned ~470k. (And 120 slots means 1 new operation every day, 17hrs/day which is very much, and 100+120 (the first $800k example) is already a huge amount...). These numbers are just single examples though, just to show the scale. But in practical terms nobody is ever getting 200+ slots in 60 game days really, so the first example (about 1.8x of original cost) is rather theoretical.
How can this be such terrible?
This is not killing the leading horse, this is trying to avoid slot hogging that is simply unfair.
Quote from: LemonButt on October 10, 2013, 01:12:27 PM
Again, slots taken by players at the detriment of others, so the only way to ensure availability is by a gradual release of slots to give everyone a fair shot.
Most players start on Day one so they have the same shot. The problem with the slot constrained airports is that there usually more demand than there are slots to serve that demand. So the situation is already bad. I don't know what purpose it serves to make things twice as bad by cutting the slot supply by half.
The gradual slot release does not really serve late starters. If someone starts a week (6 game months) late, he is twice as screwed since by the time he is has aircraft arriving in quantity (6 months later, one game year into the game) the airport is already locked. As opposed to airport being locked a year or 2 later if the game world started with the full supply of slots.
Quote from: LemonButt on October 10, 2013, 01:12:27 PM
It goes back again to giving each player an exclusive slot pool via terminals. It's like democracy--it's a terrible system, but it's the best we've got.
I saw it in the other thread. It is an interesting idea. I have not really evaluate the pros and cons of it to add an intelligent comment on it.
It may be a start of other "facilities" such as potentially player owned maintenance facility, cargo facilities etc...
Quote from: loziobiz on October 10, 2013, 01:56:55 PM
Sorry guys but Sami wrote this:
How can this be such terrible?
This is not killing the leading horse, this is trying to avoid slot hogging that is simply unfair.
It also has a side effect on a player who waits for the weekend to schedule all the aircraft he received during the seek. He would be penalized for potentially buying the same number of slots another player buys gradually throughout the week...
Uhm, but in a slot restricted airport this is just impossible to do even now as you simply have no slot to buy in the week end even if you can afford it
Right, so if you need 4 slots a day for your aircraft to be financially viable then your called a slot hogger. The fact that this is done by a 30 seater with the SAME amount of staff needed (minus cabin crew) as for a A380 doesn't count. If I would be slot hogging I would have operated 10 daily flights between Glasgow and Luton. As I recal correctly I operate 4 or 5 return flights a day. So that is 120 to 150 seats... around 25% of the daily demand. Yes, that is called slot hogging.
Quote from: loziobiz on October 10, 2013, 01:56:55 PM
Sorry guys but Sami wrote this:
How can this be such terrible?
This is not killing the leading horse, this is trying to avoid slot hogging that is simply unfair.
This was after Sami toned down his initial changes. Still think this should not be done mid game, and that slot charges should be the same for everyone though !
Quote from: Maarten Otto on October 10, 2013, 02:06:31 PM
Right, so if you need 4 slots a day for your aircraft to be financially viable then your called a slot hogger. The fact that this is done by a 30 seater with the SAME amount of staff needed (minus cabin crew) as for a A380 doesn't count. If I would be slot hogging I would have operated 10 daily flights between Glasgow and Luton. As I recal correctly I operate 4 or 5 return flights a day. So that is 120 to 150 seats... around 25% of the daily demand. Yes, that is called slot hogging.
Uhm, no, and I guess that the new model is not hurting you with just 4 slots per day.
This new model is intended to avoid 100 slots+ grabbing repeated for nearby days.
This is what I call hogging and this is not a management skill, it's exactly the opposite. It's a leading horse that takes the lead after having sealed the cages of the other horses.
Quote from: SAC on October 10, 2013, 02:14:46 PM
This was after Sami toned down his initial changes. Still think this should not be done mid game, and that slot charges should be the same for everyone though !
Yes but there have been many more posts as if he had not written at all.
I agree on not changing rules in game.
With this new slots cost, I'd like to say:
one guy down in MT....
I don't see this as a LOL Jona !! Would you have ordered this if these changes were planned and announced in advance ? I am sure you wouldn't, hence why changes like made today cannot possibly me made mid-game. Maybe you can PM Sami and he can cancel this order for you and get your money back. Can you see anyone at large airports flying this type anymore ?
Quote from: SAC on October 10, 2013, 03:04:19 PM
I don't see this as a LOL Jona !! Would you have ordered this if these changes were planned and announced in advance ? I am sure you wouldn't, hence why changes like made today cannot possibly me made mid-game. Maybe you can PM Sami and he can cancel this order for you and get your money back. Can you see anyone at large airports flying this type anymore ?
LOL I'm not the poor guy having done that. Just someone else I saw, who probably hasn't seen the announcement.
Quote from: [SC] Jona L. on October 10, 2013, 03:16:00 PM
LOL I'm not the poor guy having done that. Just someone else I saw, who probably hasn't seen the announcement.
Ahhhhhh....and Doooooooh !!!
If he can schedule new planes once delivered (3-4 set every 2 weeks?) I don't see how the new system can hurt him.
Quote from: loziobiz on October 10, 2013, 04:08:17 PM
If he can schedule new planes once delivered (3-4 set every 2 weeks?) I don't see how the new system can hurt him.
Yeah, will not hurt him at all. Its not like he gets 20 planes at one time, and then needs to pay the price slot hoggers does.
If you guys properly read what sami wrote, you will notice he spoke of MONTHS not WEEKS.
So if you get 4 of those planes in 2 mths that is 12-20 slot sets in 2 months, or as a matter of fact costs in high 8 digits if not 9 digits in total. and with 20 of those coming, presumably within one year, he'll be incurring costs nearing the BILLION dollars for slots, and I don't think an airline with 20ish 320s can support that for scheduling ATRS which are already hard to get a return on in the first place.
I read what Sami wrote but I still think that numbers are not what you have understood.
But I should miss something of course.
So, as refered by sami in the other topic, discussion shall continue here.
So why the hell does the service provider not listen to the customers? I bought (and I know of quite a few people who did the same) 50 credits just about 2 weeks ago, and honestly I feel completely screwed over. This has just managed to nearly ruin a perfectly fine running game for me.
To get constructive:
There is this rudimentary programming thing called WINLogo which I somehow still remember from school years ago. You could tell it "random number 1 10" and it will give you a (truly) random number in the defined area. WINLogo is a year old crappy program, so I wonder why the AWS programming system cannot work like that. Just give the slot release part the tag "release slots in [days] RANDOM 200-400" (or whatever period is wished for)?
With a truly random system no one could figure out how slots are released (as it must have happened now as far as I understand the fuzz). And in EVERY MMOG the users with the most online time have the biggest advantages, AWS is and can technically not be an exception to this. If you have no time to sit at the computer to get slots in LHR, don't play from LHR. Be happy with the fact that the guy who does has no job or no GF or no real life, but you do.
I still think the idea is BS to try to limit this by adding ridiculous fees. Mostly because those airlines hogging the slots already make enough cash to be able to afford the slot release dates every year or whatever.
To go to another topic:
Sami, I don't understand why you shut down my vote, I haven't made it to insult someone, and I have been polite and serious about it. It was there to get a feedback to you, and the community, on how we think about this. As I said above, I just payed another 20€ for this, as I did many times before in the past years, and I think as a customer we deserve at least some rights of knowing these changes, and also the ability to decide if we like it, or not. If or if not you listen to us is a whole different thing, just at least give us the option to decide if we want this stuff or not.
You should announce these changes before a new game, and not change them mid-term, since people have strategies worked out, on how to tackle the task of running their airline, and quite many have been badly affected by this, while they didn't even mean to malpractice the slot system. I for myself am less affected, since my strategy does not solely base on slot control, still I feel that I have a responsibility towards those who are, and I honor it.
I know AWS is "your baby", your hobby project, into which you devote a lot of free time, and you offer it to the public, which is great. But since you charge money for it, you cannot fully ignore the demands of the people helping you fund this project.
I hope you understand, and don't ban me for telling you my honest thoughts, as I have (tried) to stay as polite as possible.
Have a good day all of you.
cheers,
Jona L.
P.S. Sami, please ponder what I said, and don't dismiss it as an annoying rant from the usual troublemaker.
Jona, very well written, and I hope Sami does not take it the wrong way.
I can add that the overwhelming view from our entire alliance of 25 airlines echos exactly what you say. Nobody within Elite has stated any support for the changes,
None of us signed up for a game where this would happen. Your customers Sami, in the main, are totally against this, and only a handfull of airlines that have struggled getting slots will benefit in any way (but they too will also suffer the effects). Is it really worth rocking the boat and upsetting so many customers so much for just a few to mildly benefit ?
I think this would be proved if a poll was run, hence why it has been closed, and what more evidence is needed than Elite and SC actually agreeing on something :laugh:
Please consider putting things back to how they were, and lets all get involved in thrashing out a new workable system that everyone will be happy with and can be implemented when the next game starts, as the unannounced introduction of this, and the knock on effects, are huge to many types of airlines in many ways in games that are already running.
Hi,
finaly i figgured out why my slots were so expensive. Would it not be better to make an formal announcemt into the game world first and give ppl a date so the word is spread and everyone knows it? I dont think of the 400ish players that change was known.
That you make constant changes to 1.3 is nice but this just catched me off guard.
I mean without reading the press release of CityLinQ i would have not knows this. Will try to find out how bad it is for me.
Quote from: half on October 10, 2013, 05:47:32 PM
I mean without reading the press release of CityLinQ i would have not knows this. Will try to find out how bad it is for me.
CityLinQ just
GROUNDED 3 aircraft. In the entire history of playing this game I have NEVER had to take such radical decisions.
Quote from: SAC on October 10, 2013, 05:26:47 PM
Jona, very well written, and I hope Sami does not take it the wrong way.
Thanks, Steve, and I hope the same.
Quote from: SAC on October 10, 2013, 05:26:47 PM
I can add that the overwhelming view from our entire alliance of 25 airlines echos exactly what you say. Nobody within Elite has stated any support for the changes,
I can't really imagine any kind of airline or strategy that would actually benefit from this. I do however agree on the monopoly fees that have been adjusted, that is from my p.o.v. totally okay, just not the other part(s).
Quote from: SAC on October 10, 2013, 05:26:47 PM
None of us signed up for a game where this would happen. Your customers Sami, in the main, are totally against this, and only a handfull of airlines that have struggled getting slots will benefit in any way (but they too will also suffer the effects). Is it really worth rocking the boat and upsetting so many customers so much for just a few to mildly benefit ?
That is a good question, to which I'd very much like to hear/read the answer.
Quote from: SAC on October 10, 2013, 05:26:47 PM
I think this would be proved if a poll was run, hence why it has been closed, and what more evidence is needed than Elite and SC actually agreeing on something :laugh:
I can't figure what would actually be more proof of something gone wrong, if not the biggest rivals agreeing on it gone wrong. Well said, SAC, couldn't have said it better myself.
Quote from: SAC on October 10, 2013, 05:26:47 PM
Please consider putting things back to how they were, and lets all get involved in thrashing out a new workable system that everyone will be happy with and can be implemented when the next game starts, as the unannounced introduction of this, and the knock on effects, are huge to many types of airlines in many ways in games that are already running.
I sign that petition.
cheers,
Jona L.
Hi,
so i want to find out something. That change was introduced because:
- There are airlines that "slot-hog" with too small planes (like on LH i guess) and block slots on a crowded Airport (e.g. Heathrow)
- There are other airliners that "slot-steal" when new slots come availabel also with ?wrong? airplanes. Or right ones (because woudl that be the purpose)
- There are airlines that grow ?too fast? and get a lot of slots before ?not as fast / slower airlines? that get a monopoly in an airport
Therefore you get a penalty for doing either of those things right?
From the manual:
"The broad task in AirwaySim is simply to manage an airline, and to make it operate fluently and to keep it profitable. As often in management simulations or strategy games there is no preset task or goal for the player. In AirwaySim there are various statistics that can be used to compare airlines but there is no definitive score or rank of who is the best as that would not be meaningful; each airline can have very different business plans and strategies so comparing them is difficult."
Now stated by the game rules, everyone has their own goal to follow. So there is no "winning" per se. What is important for one is maybe not important for someone else. To ?balance? this and give everyone a fair chance we penalize things defined by ?rules?. But if there are no basic principals to "be good or the best" on what base we do this?
But if i do my job good and my goal is to get BIG or survive in an airport with strong competition, i will also be penelazid.
I think i am the wrong example but i am the current slot leader in my airport (KIAH). So i am now paying for trying to follow my goal.... uhm.... (me dont like :) )
From one standpoint i can totaly understand what you did sami. I actually prevents (or slows down i guess) big airlines to grow in a non linear way. It also prevents slot-hogging to a certain point. And it reduces the ammount of personal work needed to check "slot-hoggers" or every claim of a slot hog / stealer.
Now after this long text (sorry for repeating certain points) some ideas:
New airlines founded:
Every new airlines get the first two planes instant. Why not give that founded airline also slots for their schedule. Regardless of the current slot situation in an airport. As these are handed out to the fresh airlines they are taken out of the random increase on that airport. To prevent overusage BKÃng and restarting at the same airport wont give you free slots for plane 1&2. At another airport yes.
Abusing would be by 25 alliance players would BK and start fresh at Heathrow to get those slots. *moep* Falls under the Targeting rules therefore banhammer. (i can draw a picture of a big hammer if you like)
You already give slot warnings and percentages to new airlines that open at some airport. So if someone is unable to read the red 0% slots message, i cannot help him. He will get slots for those two. But after that being a sitting duck.
The price per slot is bound to the demand of the slots (as it was / is ) and an influence factor of overall of availble slots on that airport.
Slot-Hogs:
Catching up the idea of different slot types per plane type. 737 Slots are not 757 slots. You can trade up and down but you have to pay a difference and an extrodinary fee that goes up the more you do it / by time. (simlar to what you implented with this change)
Now additional:
I would love a total different approve that is more realistic to the real life. If you look at certain airports, most part of that airport is payed and sponsored by a certain airline. (ORD is United land) (IAH was Continental land). The growth of these airports was payed by a lot of money trough those airliners. I know this would not come overnight but i think it would add a lot to the simulation if concoures and gates are bought by airlines. That alone limits the parallel flights of a certain airliner. And construction time of new concourses delay the growth dramaticly. There are always certain shared gates that a bought per flight (or rented to be honest). But "Delta" would not start tommorow flying 40 planes to KORD because they found some 100.000.000 USD (zeros missing intentionaly) around the corner plus the planes.
Also that airport has only a certain starting and landing capacity. To grow those a certain ammount of demand needs to exists. New starting and landing capicity is then added with new runways (again construction time = slow down of growth). So slots are distributed automaticly by the simulation, and you need a gate + concourse capacity to handle flights.
I totaly understand that this cannot be developed in a wimp. Maybe this was discussed 1000 times and i was only to stupid to search and find it.
For me my newest slots i bought i had to pay monopoly 1 & 2. That was quiet steep for some slots. But i get what your are trying.
Okay .. I was absent for the afternoon with very limited connectivity, so my reply was delayed, sorry for that. I've had now the chance to review all new comments, and here are some replies.
Like I have already posted before this update was only and all about making excessive amount of slot acquisitions more expensive. In other words an airport gets 120+ new slots and a single airline gets them all a few times in a row - this is not good by any standards for other 5 airlines based there. There was no cost metric available for the rate of slots taken before and it was now added. The main and only goal has been to make it more difficult (read: costly) for such situations (but not prohibit it all together, just add some cost based regulation there since no airport ever would allow single airline to use all their runway slots!), and it does not and should not have any noticeable effects on normal playing style, big or small aircraft.
Slots have ALWAYS (eg. very long time) been dynamic in terms of pricing. Some of you seem to think that it is now somehow a new idea and that's why all this mess. No. Slots have always been priced so that if you have lots of them, you pay more for the new ones too at that airport. And also if you fly to crowded airport, you pay more, and so forth. This principle will not change within the current slot system.
Also like I posted earlier the rise in slot costs when you repeatedly get lots of them is not anything huge (ie. not 10x original price). Someone talked of billions and such but these figures are taken out of nowhere.
Anyway. I agree that the implementation of this update has not gone as planned (there is a local saying to this too .. when something does not go exactly like in one wonderful Swedish gardening-cooking program where sun always shines and everyone is having fun..). Hence the slot cost calculation part of the recent slot acquisitions has been turned off and is pending further development. There will be also an open call to a beta group that will be testing things that will be implemented in current version games (more of this separately, pls do not ask yet/here). For long term solutions I'd like to remind again of the thread at the feature rq. forum where we can talk of alternate solutions to this first come - first served based issue of the slot system.
So now when the cat is effectively on the table please share ideas here: https://www.airwaysim.com/forum/index.php/topic,49624.0.html
Some random quotes/replies below too (may have missed something):
Quoteso if you need 4 slots a day for your aircraft to be financially viable then your called a slot hogger
No you are not. If you are getting those 4x daily slots for 10 planes at once, then yes.
Quote from: [SC] Jona L. on October 10, 2013, 04:20:05 PM
If you guys properly read what sami wrote, you will notice he spoke of MONTHS not WEEKS.
So if you get 4 of those planes in 2 mths that is 12-20 slot sets in 2 months, or as a matter of fact costs in high 8 digits if not 9 digits in total. and with 20 of those coming, presumably within one year, he'll be incurring costs nearing the BILLION dollars for slots, and I don't think an airline with 20ish 320s can support that for scheduling ATRS which are already hard to get a return on in the first place.
This is mostly totally incorrect "information" and calculation. The calculation checks back for two months in time but gives higher weight on slots taken in the last few days. Billions for scheduling for a that amount of planes is simply not true.
Quote from: [SC] Jona L. on October 10, 2013, 04:52:22 PM
With a truly random system no one could figure out how slots are released (as it must have happened now as far as I understand the fuzz).
Well, has anyone figured it out? Not heard of it at least, and this update was not because of that.
Quote
And in EVERY MMOG the users with the most online time have the biggest advantages, AWS is and can technically not be an exception to this.
In AWS the online time, sitting here 24/7, should not count that much really compared to some other online games.. (in optimal situation)
QuoteSami, I don't understand why you shut down my vote, I haven't made it to insult someone
There were already some comments from which a potential fight could start. Given that, and the fact that I wasn't online to check it, it was locked. And also because everything was already under this thread.
Quote from: sami on October 10, 2013, 08:59:16 PM
Well, has anyone figured it out? Not heard of it at least, and this update was not because of that.
Yes.
Quote from: CUR$E on October 10, 2013, 09:11:57 PM
Yes.
if people figured it out... then they won't be online for hours every day and refreshing every 10-15 minutes like a lunatic. And be on the money for slot as soon as they are online.
btw welcome back
Quote from: CUR$E on October 10, 2013, 09:11:57 PM
Yes.
Well, PM me about that then, and I can then comment if the observations are true or not.
(Though in case it would have been figured out, why I am not surprised at all to see one figuring some game advantage and not informing about it (to improve it), and instead keeping the info to his/mates advantage, eh?)
Also out of interest, here are the last occurences when new slots were released to airports in MT#9 (game time) and how many airports the update round affected:
1999-03-24, 105 airports updated
1999-04-03, 472 airports
1999-04-16, 400 airports
1999-05-06, 552 airports
To be cynical, it all depends on your POV : if I do it, I'm playing smart ; if they do it, they are cheats.
sad to say, years of on-line gaming have proved that attitude to be the case amongst a growing number of players.
Quote from: sami on October 10, 2013, 09:22:18 PM
Also out of interest, here are the last occurences when new slots were released to airports in MT#9 (game time) and how many airports the update round affected:
1999-03-24, 105 airports updated
1999-04-03, 472 airports
1999-04-16, 400 airports
1999-05-06, 552 airports
Is that an indication of a more slot releases, looking at the jump from 105 airports affected to ~450 for last 3 slot releases
Quote from: JumboShrimp on October 10, 2013, 10:18:32 PM
Is that an indication of a more slot releases, looking at the jump from 105 airports affected to ~450 for last 3 slot releases
Probably just random (since it checks also how long ago the airport was last updated), sadly don't have the older log of that here anymore so cannot see when an update before that one happened. (also cannot pinpoint which airports were updated within each calculation run, database saves the previous single generation date only as it's not important information to be logged)
Quote from: sami on October 10, 2013, 09:22:18 PM
Well, PM me about that then, and I can then comment if the observations are true or not.
(Though in case it would have been figured out, why I am not surprised at all to see one figuring some game advantage and not informing about it (to improve it), and instead keeping the info to his/mates advantage, eh?)
I and others told you in public and private directly after you implemented the so falsely called "random" system it can be exploited. You ignored half about those information and rejected the other half.
As you know I'm not active, but I heard some people (and no, none of my "mates") finally exploited this situation to a level you could not ignore it further and thus why you made those changes now.
To accuse me of not telling you about is just wrong. If you really care about I'm sure you can search my old comments to find some about this "random" system and how it does not work.
Quote from: CUR$E on October 10, 2013, 10:22:35 PM
I and others told you in public and private directly after you implemented the so falsely called "random" system it can be exploited. You ignored half about those information and rejected the other half.
That's funny since I cannot seem to recall? Any links to these public threads? (though it may be possible too that I have missed something)
(Or did you really still think slots appear every month's 3rd day or whatever it was previously? ..the randomization has been in 'full' effect since 11/2012)
Quote from: CUR$E on October 10, 2013, 10:22:35 PM
thus why you made those changes now.
Incorrect.
Quote from: sami on October 10, 2013, 10:24:41 PM
That's funny since I cannot seem to recall? Any links to these public threads? (though it may be possible too that I have missed something)
(Or did you really still think slots appear every month's 3rd day or whatever it was previously? ..the randomization has been in 'full' effect since 11/2012)
I seem to recall I informed Sami of the issue, after we, at Elite observed 3-4 cycles of the slot releases not being random. But for some reason, I can't find the PM. I have a 3 month gap in my outbox around 11/2012.
Quote from: JumboShrimp on October 10, 2013, 10:43:04 PM
I seem to recall I informed Sami of the issue
This I do somewhat faintly remember and after that the latest changes on the matter were made (11/2012) if I am not mistaken.
Quote from: sami on October 10, 2013, 10:45:33 PM
This I do somewhat faintly remember and after that the latest changes on the matter were made (11/2012) if I am not mistaken.
That timing sounds right. It was sometime in middle of MT7.
have to say, I'm surprised by all the fuss being made : seems to me that very little has actually changed and we are seeing a massive knee-jerk reaction from some who feel it will hinder their current 'strategy' ; which is what, exactly?
Slots are still going to grow over time same as before : slot releases will still occur same as before : if you want to take them up, you'll need to be able to schedule them onto aircraft ready to fly within 2 weeks, same as before : what does change is the ability of one player to grab every slot from the current release in one big swoop before anyone else notices the drop. Well, they still can, if they are willing to pay the price for them : if not, some are left for others to take-up, if they are happy with the price. Now, seems to me that's a fair enough way to deal with a problem we never hear the end of : one player grabbing every slot at release time+ 1 minute.
So, I'm left to consider that the real bugbear regarding these changes for some is that they dont really want this issue resolved, they are happy with the winner-takes-all method ; it suits their strategy ; but then why should that be, as a random method should advantage nobody above another : one day they take all, the next, another does : but that then throws up the argument about ordered planes now left unused : surely under a truly random method, that will occur on a regular basis anyway? So, there is a logic problem there for me : and it does leave some unpleasant possible explanations : that maybe the random drops are not so random after all, for some, or that the current limitations on re-loading slot availability are not working as they should, for some. The how of it isnt necessarily important right now : but the winner-takes-all approach does work much better when you know you are more likely to be that winner.
Okay, that's sensitive ground to be walking on, and I am categorically not saying anyone is being dishonest : but when the casino sees a player win ten times in a row, it knows the possibility is that it could be genuine good fortune, but the probability is that something is not working as it should be.
Quote from: brique on October 10, 2013, 11:00:16 PM
have to say, I'm surprised by all the fuss being made : seems to me that very little has actually changed and we are seeing a massive knee-jerk reaction from some who feel it will hinder their current 'strategy' ; which is what, exactly?
You may not be aware of the sequence of events. Let me give you my example:
After missing 2 slot releases at my airport, I finally caught one while I was online, and while I was in middle of scheduling aircraft, the slot cost went up from ~1.5m per set to 38m per set. Fortunately for me, it happened when my cash balance was low at the time, and I got a warning of not enough cash, but I know someone who was wiped out by automatically clicking confirm on the route creation screen. This sort of jump in slot acquisition price by a factor of 10x - 20x seriously freaked out many people.
Since then the penalty was scaled down in 2 steps and it may be suspended now.
Quote from: brique on October 10, 2013, 11:00:16 PM
and it does leave some unpleasant possible explanations : that maybe the random drops are not so random after all, for some, or that the current limitations on re-loading slot availability are not working as they should, for some. The how of it isnt necessarily important right now : but the winner-takes-all approach does work much better when you know you are more likely to be that winner.
As far as I know, the slot releases now are truly random.
Quote from: brique on October 10, 2013, 11:00:16 PM
Okay, that's sensitive ground to be walking on, and I am categorically not saying anyone is being dishonest : but when the casino sees a player win ten times in a row, it knows the possibility is that it could be genuine good fortune, but the probability is that something is not working as it should be.
You don't have to be online, and catch a slot release within a minute. They don't disappear instantly. But a player who has a luxury of working on a computer, and cat regularly check the slot count, that person will a lot more likely catch a slot release than a person who logs in once per day. So it is not a peculiar good fortune, it is just plain probability theory...
I do recall threads where players had worked out the slot release times...so I have to agree with Curse on this one...and if memory serves me correctly he was one of the few people that did highlight 'the bug'
There was one particular alliance where the majority of its members took the alternative path of 'taking advantage of this bug' rather than reporting it (they are mentioned earlier in this thread) and as a result 3 or 4 of the leading 'culprits' were given a very small slap across the wrist in the form of a financial penalty...the lead culprit went onto win the Game World.
The alliance even went to great lengths to defend their actions to other players with public posts.
So if this change is aimed at stopping that type of gaming abuse again, then I am all for it.
Lets face it - how do some of these Mega Airlines get so big? Is it exceptional game play? or is it a combination of good game play and something else?.... I will leave that up to you to decide.
Yes, there was a scaling issue which Sami got onto fairly fast : I'm not disputing the immediate effects which were unexpected and did cause problems : but I think we all know that Sami is very amenable to checking back and, if necessary fixing them fast : I picked up a recent bug that crept in regarding pax take-up on overnight flights and it was fixed almost by return of post, okay, I did lose some revenue in the meantime, but the quick fix was enough to not let it be a major nightmare : and we also know that he is open to considering compensation arrangements for those hit hard when things go a bit haywire during changes. Maybe that we have an almost unprecedented degree of access to the game developer makes me more relaxed about bugs/issues as I know they will be addressed and fixed : other games its only the sound of mass charge-backs hitting their merchant accounts that will attract anyone into the forums to address player issues. So maybe we are spoilt a bit here and should maybe take things less for granted and not expect instant solutions to protracted issues.
I'm refering more to the opposition to the changes per se, that they somehow wreck long-held plans regarding plane ordering and such : that not being able to grab all the slots when they drop is vitally necessary and cant be replaced by a system which should allow some slots from every drop to be within reasonable reach of all. You missed two slot drops, you mention : did that mess up your fleet ordering policy? No, because you ordered them expecting to be able to get enough slots within a reasonable period of them being delivered : that hasn't changed, just the distribution of slots available over that period will be different, is all. Nothing stops you taking all the ones there, if you feel the price is worth it, but that applies anyway ; the last slots in a batch always command top price : now its higher to discourage anyone from grabbing them all, which was the issue needing a solution, as I recall.
Quote from: Kadachiman on October 10, 2013, 11:56:20 PM
Lets face it - how do some of these Mega Airlines get so big? Is it exceptional game play? or is it a combination of good game play and something else?.... I will leave that up to you to decide.
It is very simple. All of the big airlines used the LH "exploit". Not really exploit any more since it is public info. I posted on it numerous times and suggested ways to close it, as in here:
https://www.airwaysim.com/forum/index.php/topic,46457.0.html
Quote from: JumboShrimp on October 11, 2013, 12:12:05 AM
It is very simple. All of the big airlines used the LH "exploit". Not really exploit any more since it is public info. I posted on it numerous times and suggested ways to close it, as in here:
https://www.airwaysim.com/forum/index.php/topic,46457.0.html
Exactly! If a strategy is open and not dubbed illegal or a bug, I don't see how it can be considered an "exploit". The whole point of this simulation is to try to figure out the best way to get to an end goal. If its available and it works then why not use it? I'm really hoping we aren't turning into a group of people that say succeeding is illegal. :-\
Quote from: Kadachiman on October 10, 2013, 11:56:20 PM
I do recall threads where players had worked out the slot release times...so I have to agree with Curse on this one...and if memory serves me correctly he was one of the few people that did highlight 'the bug'
There was one particular alliance where the majority of its members took the alternative path of 'taking advantage of this bug' rather than reporting it (they are mentioned earlier in this thread) and as a result 3 or 4 of the leading 'culprits' were given a very small slap across the wrist in the form of a financial penalty...the lead culprit went onto win the Game World.
The alliance even went to great lengths to defend their actions to other players with public posts.
So if this change is aimed at stopping that type of gaming abuse again, then I am all for it.
Lets face it - how do some of these Mega Airlines get so big? Is it exceptional game play? or is it a combination of good game play and something else?.... I will leave that up to you to decide.
Funny, I don't see the worst offending alliance mentioned anywhere in this thread...
Quote from: AUpilot77 on October 11, 2013, 12:29:51 AM
Exactly! If a strategy is open and not dubbed illegal or a bug, I don't see how it can be considered an "exploit". The whole point of this simulation is to try to figure out the best way to get to an end goal. If its available and it works then why not use it? I'm really hoping we aren't turning into a group of people that say succeeding is illegal. :-\
Agreed.
But the general goal of AWS was to slow down the initial growth of the airlines, to extend the more exciting part of the game world into a longer time frame. To be consistent with that, I made that feature request, to make starting with LH to be more challenging
Flying LH with older aircraft can be profitable to begin with. But it does have its risks. The D checks of old aircraft, even a series of C checks can put an airline into serious jeopardy. There have been many large BKs in the past of airlines pursuing this strategy that did not manage to transition to a sustainable aircraft quickly enough...
Quote from: JumboShrimp on October 11, 2013, 02:02:13 AM
Flying LH with older aircraft can be profitable to begin with. But it does have its risks. The D checks of old aircraft, even a series of C checks can put an airline into serious jeopardy. There have been many large BKs in the past of airlines pursuing this strategy that did not manage to transition to a sustainable aircraft quickly enough...
Exactly, hence I don't deem it an exploit. It has its merits, but also its risks. The later starting date of MT9 made it a lot more riskier again, as there is little time to replace them before 9/11 or fuel shock.
I moaned like hell yesterday about the new slot situation, and would like to thank Sami for listening to us. AMS has had 5 slots in 10 hours and instantly problem solved....slots for everyone. Far better solution IMO.
I moaned simply for the reason that I wasn't fond of such systems being introduced mid game. I am not against such system at all, just against the way it was thrown upon us.
Quote from: Maarten Otto on October 11, 2013, 07:17:55 AM
I moaned simply for the reason that I wasn't fond of such systems being introduced mid game. I am not against such system at all, just against the way it was thrown upon us.
Exactly, but since Sami listened to reason, I would say let's not ponder on the past but help propose a better overall system for the future.
I was (and still am) fond of that 'company gates' thing where you can buy or rent space at an airport terminal. Included in that package are a certain amount of runway slots.
However I do see a problem emerging from this system. If I have to use my gates efficiently I need to park certain aircraft on other airports otherwise my gate will be empty during some hours. Therefore we have to be able to maintain the aircraft at an out station (at a higher price). Or we must be able to sell or rent our capacity at the terminal to another airline.
This is not the thread to discuss of potential new ideas or features.
Don't like the new maps. I liked the orange lines better than the red, mostly due to the fact the markers are red. The current markers look fine for the alliance maps, but there needs to be smaller markers for the airline flight maps because they are (usually) much closer together and cluttered than the alliance map. IMO the base airports should have the markers and the destinations just dots--it would make it much easier to figure out what you're looking at. Here is the mess I have for my airline:
The airport dots already change size according to the number of routes & dots displayed on the map but have to tweak it (later) for the route maps
Quote from: LemonButt on October 18, 2013, 07:56:03 PM
Don't like the new maps. I liked the orange lines better than the red, mostly due to the fact the markers are red. The current markers look fine for the alliance maps, but there needs to be smaller markers for the airline flight maps because they are (usually) much closer together and cluttered than the alliance map. IMO the base airports should have the markers and the destinations just dots--it would make it much easier to figure out what you're looking at. Here is the mess I have for my airline:
Agree. It's horrible like it is now and it is not just because of the markers (even though that carries the major fault) but the color red is just not appealing as the orange was.
It looks aggressive, bloody and clutters a lot. It's not ''easy'' for the eyes.
Quote from: Maarten Otto on October 19, 2013, 08:36:32 AM
It looks aggressive, bloody and clutters a lot. It's not ''easy'' for the eyes.
Agree...the orange was much more toned down vs the glaring red lines. There was almost a "transparency" (not best word, but what I can come up with - "lower contrast" maybe?) to the orange lines.
Fortunately, I don't use it much, but I will be using the route map from the Airport Information screen as an alternative given that the routes are still showing as green lines there. Plus, it is more informative.
I really miss being able to look at how many times per week an airline flies a certain route by looking at the the airport's route map and then by clicking the destination and having a little blurb of who and how many times it is flown. I don't know if this was moved elsewhere, but I'd like to see it back on the route page too. Made it really simple to see who was doing what on heavy traffice routes.
the new route map adjustment looks good! Especially the mouse over to see destination(which I do not recall exist before...) thanks sami!
Quote from: Aoitsuki on October 22, 2013, 03:47:43 PM
the new route map adjustment looks good! Especially the mouse over to see destination(which I do not recall exist before...) thanks sami!
Agreed, I really like the new map :)
Back to orange (green for one's own routes on the map from Airport Information page)...and "thinner" lines too? or is that just my imagination?
Nice. And I like the smaller "dots" for the end points.
Thanks for the update sami ;D
I know that the appearance of my name in the forums (especially when I post) makes all sirens run berzerk at sami's system ( just joking 8) )
However I still want to say something :)
I like the new mapping thing, especially after the red thing interim wise, it is very easy on the eyes. Anyhow I'd like to emphasize the request to get the amount of weekly flights back in. I don't know if that is possible with the '3rd party program update' referred to in the announcements thread from Google maps.
The thingy used to be very helpful in terms of "opposition research".
Thanks anyhow. And thanks also for taking back this other 'update' that seems not to be supposed to be talked about ;D .
cheers,
[SC] Jona L.
Automated checking: Good.
Having to manually repost them after their checks expire: Not good.
Storage Fee: HELL NO! Can't believe the lemonbutthurt whiners got their will again. $500 per day for a wide body are completely off the chart unrealistic, that's half of what a Class A airport like FRA charges for a day of parking, certainly not even remotely close what some remote places charge.
Quote from: saftfrucht on December 08, 2013, 03:35:55 PM
Automated checking: Good.
Having to manually repost them after their checks expire: Not good.
Storage Fee: HELL NO! Can't believe the lemonbutthurt whiners got their will again. $500 per day for a wide body are completely off the chart unrealistic, that's half of what a Class A airport like FRA charges for a day of parking, certainly not even remotely close what some remote places charge.
Ummm...my ultimate idea was to freeze the calendar for C/D checks while they were listed for sale, not what was implemented. Also, the storage fee was an issue because so many airlines were buying aircraft with never having any intention of flying them (see the screenshot: https://www.airwaysim.com/forum/index.php/topic,49005.msg283772.html#msg283772). It wouldn't be a big deal if it weren't at the detriment of other players. IMO the storage fee isn't going to do anything to change the game dynamics so not sure what the big deal is. $500/day = $15000/month = next to nothing. The fee might as well be zero. People are still going to buy aircraft they never plan on flying and jam up production lines for those who actually want the airframes.
Perhaps if people didn't abuse the system these changes wouldn't be necessary?
For a mega airline, with 1000 WB parking around, would cost like 180M per year
Auto C and D check for parking A/C. C check on WB cost easily 1M, and 1000 A/C will cost 1000M
Even so, if I'm that rich, I'd not care much. Now just the decision whether to obtain more asset, or to pay tax
Quote from: LemonButt on December 08, 2013, 04:23:22 PM
Ummm...my ultimate idea was to freeze the calendar for C/D checks while they were listed for sale, not what was implemented. Also, the storage fee was an issue because so many airlines were buying aircraft with never having any intention of flying them (see the screenshot: https://www.airwaysim.com/forum/index.php/topic,49005.msg283772.html#msg283772). It wouldn't be a big deal if it weren't at the detriment of other players. IMO the storage fee isn't going to do anything to change the game dynamics so not sure what the big deal is. $500/day = $15000/month = next to nothing. The fee might as well be zero. People are still going to buy aircraft they never plan on flying and jam up production lines for those who actually want the airframes.
Perhaps if people didn't abuse the system these changes wouldn't be necessary?
This storage fee might be an acceptable solution if it weren't necessary to accumulate huge numbers of aircraft to avoid getting shafted by the massive commonality penalty between 3 and 4 types when replacing an aircraft. This issue alone IMO makes any storage fees unacceptable until it has been resolved in some way. I hate accumulating that huge pile of aircraft but right now the game makes it absolutely necessary.
I'm actually ok with the C/D check requirements/automation.
Yet another terrible idea. Where should I start to tear this apart?
First, parking fee. I gave you a link to average parking fees at the Victorville, California storage facility. It was $1400/WEEK for a widebody aircraft. You are asking $500/DAY. The largest airports in the WORLD don't charge $500/day. This a RIDICULOUS fee and should be seriously rethought before being implemented and screwing customers over.
Auto C/D checks....in the real world. part of selling an aircraft from storage is bringing the plane to flight worthy condition. A C/D check for a stored plane would not even be THOUGHT of, let alone be MANDATED on a fixed schedule. A far better and more realistic idea would be to have a planes condition deteriorate slowly while in storage while the C/D calender is frozen (as LemonButt suggested.) Maybe a loss of 1% a month with a requirement to fix/scrap when the plane reaches 50% condition?
And while we are talking about this...why the hell doe major changes like this always get made during live, running game worlds? We plan our strategy based on the rules when we sign up and agree to the terms and conditions, then completely idiotic changes are made that destroy even the most well laid plan. This needs to end. It is unacceptable to CONSTANTLY make such drastic changes mid game.
Edit: I also notice [ok] next to a couple feature requests I posted in.....and I have to say that what is being implemented is nothing short of a bastardized version of what is requested, In the storage fee request, I supplied a link to Victorville's fees...look at it again and rethink the fees: https://www.airwaysim.com/forum/index.php/topic,49005.msg273438.html#msg273438. In the changes to scraping request, some good ideas were tossed around. You did next to nothing to fix that problem and ignored the majority of the request. Changing to 10 years is not helpful.
Also edited to fix a typo.
Quote from: JetWestInc on December 08, 2013, 05:06:48 PM
First, parking fee. I gave you a link to average parking fees at the Victorville, California storage facility. It was $1400/WEEK for a widebody aircraft. You are asking $500/DAY. The largest airports in the WORLD don't charge $500/day.
Yes they do. Short-term parking at an "active" airport vs. long-term desert parking are totally different things.
Try MIA for example: http://www.miami-airport.com/pdfdoc/Fees_and_Charges_Book.pdf ..large plane some $1400/day max. (but this parking fee is not counted from the "largest airports" but something in between as it's a sort of semi-long term storage)
Like someone pointed out. If you have 1000 very large planes for sale at the same time, that'll cost you $180M/year to keep them there with this math. Seriously, that'll bankrupt you? (and that example of 1000 very large planes is already way out of normal proportion...)
Can I ask the difference between parking fee and storage fee? Is the parking fee for airplanes that just sit around doing nothing, and storage fee for aircraft that are mothballed/parked in the desert?
Correct. Long-term stored planes have no other costs, while short-term parked (idle or for sale) have the regular insurance costs etc (and the short-term parking cost only ticks if you have more than 10 planes idle/for sale in total so it doesn't affect the small operators or any daily scheduling changes you may do; and the cost is also rather small anyway). And to get out of long-term storage all the checks need to be made, while short-term parking is fully automatic.
(edit; also just added the option to scrap a plane while being in long-term storage .. as of course wouldn't make any sense to first bring it out of storage with all C/D checks just to scrap it .. normal scrapping rules apply.)
What's the rationale behind not counting mothballed aircraft toward CV?
Quote from: sami on December 08, 2013, 07:01:15 PM
Correct. Long-term stored planes have no other costs, while short-term parked (idle or for sale) have the regular insurance costs etc (and the short-term parking cost only ticks if you have more than 10 planes idle/for sale in total so it doesn't affect the small operators or any daily scheduling changes you may do; and the cost is also rather small anyway). And to get out of long-term storage all the checks need to be made, while short-term parking is fully automatic.
(edit; also just added the option to scrap a plane while being in long-term storage .. as of course wouldn't make any sense to first bring it out of storage with all C/D checks just to scrap it .. normal scrapping rules apply.)
Thank you, sounds fair enough. :) This allows me to mothball 1 example of every type of my historic fleet.. like my own airline museum. And then I can scrap the rest instead of them taking up space in the used market.
(Will post in feature request too)
With these changes come challenges. More and more time is being spent doing mundane tasks that don't really affect the airlines operation. With that in mind, I am going to ask for a couple features to aid in fleet management that have been requested in the past: Mass selling/storing/scrapping of aircraft and the ability to designate an aircraft for sale following appropriate checks being carried out.
Mass sale/store/scrap would work much like the mass rebase option. Click he check box next to each aircraft and select an option. For mass sale, give normal options of sale only, lease only, sale/lease, duration of lease, and private list. For price, only % above/below value can be selected instead of exact price.
For ability to designate aircraft in maintenance or in need of maintenance for sale, simply allow the user to send an aircraft to maintenance and still give option to list for sale.
Thanks,
Don
Quote from: saftfrucht on December 08, 2013, 07:06:13 PM
What's the rationale behind not counting mothballed aircraft toward CV?
Yes...they are still an asset....why not count them?
Quote from: saftfrucht on December 08, 2013, 07:06:13 PM
What's the rationale behind not counting mothballed aircraft toward CV?
In the accounting world, they would call this salvage cost or sunk costs. If you paid $10 million for a plane and is useless, it is listed as a depreciated/dead asset on the balance sheet. You wouldn't mothball/park in the desert to rot an asset that had value, would you? Not counting it towards CV makes sense, but IMO there should be other efforts (brokers) to keep the aircraft in the available population for other players. Any price greater than zero is better than paying fees to park. With current broker settings though, it doesn't matter if the price is infinity or zero--you can't sell it.
Quote from: LemonButt on December 08, 2013, 07:18:15 PM
In the accounting world, they would call this salvage cost or sunk costs. If you paid $10 million for a plane and is useless, it is listed as a depreciated/dead asset on the balance sheet. You wouldn't mothball/park in the desert to rot an asset that had value, would you? Not counting it towards CV makes sense, but IMO there should be other efforts (brokers) to keep the aircraft in the available population for other players. Any price greater than zero is better than paying fees to park. With current broker settings though, it doesn't matter if the price is infinity or zero--you can't sell it.
Which is why I recommended an option to sell to a "parts broker" as opposed to a scrap dealer: https://www.airwaysim.com/forum/index.php/topic,50672.msg286544.html#msg286544
It has been mentioned before, but C/D check requirements on plans on the market/in storage really need to be looked at. AWS is on a clock for checks, not hours/cycles as in real life. If a plane is listed on the market or in storage, C/D clock should pause. The frame should deteriorate at a fixed rate and require maintenance upon sale to bring it to airworthy condition.
Of course I think this is a great move and I think all the changes will have a positive effect in the long term.
I'm a bit uneasy about these changes being implemented mid game but governments change the rules all the time (especially when it comes to taxe avoidance) and companies have to adapt or leave the market... so I guess you could even regard this sudden change as 'real world'.
Quote from: LemonButt on December 08, 2013, 07:18:15 PM
In the accounting world, they would call this salvage cost or sunk costs.
No. Sunk cost is a very simple concept and has absolutely nothing to do with this.
And if you want real life accounting put to use here, then we need a realistic depriciation system first (which I don't think is necessary, to get things straight).
Quote from: sami on December 08, 2013, 07:01:15 PM
the short-term parking cost only ticks if you have more than 10 planes idle/for sale in total
Do planes in maintenance count towards this 10-plane threshold? If I have 15 planes in D-check with no schedule (I do schedule around my D-checks where possible) do those planes incur parking fees even though technically they are in the hangar and not the parking lot?
The concepts being added for plane management seem a bit extreme and basically kill an ant with an acme anvil dropped from a 10,000ft tall cliff. The main issue getting addressed was the littered used market which could have easily been resolved with a MX validation filter.
Either way, since this is a sudden and significant change to game mechanics, it is not fair to implement the changes with a mere 5 day warning towards the end of a weekend. This gives players a work week to schedule all their planes or face stiff penalties. For airlines that have 100+ planes to dispose of or otherwise schedule, this is NOT a fair amount of time to give to them. For example, I'm going to be plane hopping this week for work and realistically won't be able to do adapt my airlines to avoid getting bent over the barrel. I think at least a few weeks is needed especially for those of us with busy schedules and limited time (as we often get stuff done in spurts as time allows).
Additionally, I do not see the point of removing a plane's value from CV when it is in long term storage. This will make it easy to obfuscate the health of an airline by manually adjusting CV through swapping planes in and out of storage. Additionally, it goes against the sim's accounting model that bases CV on the value of owned assets minus liabilities. There is no concept of depreciation or useful life implemented AT ALL, only the concept of market value. Since an airline could take a plane out of storage and place on the used market at any time for that "value" there's really no loss of value to the company (unlike in the real world, where a plane with no salvage value or prospect for sale would have to be marked down to zero).
Quote from: schro on December 08, 2013, 10:29:52 PM
The concepts being added for plane management seem a bit extreme and basically kill an ant with an acme anvil dropped from a 10,000ft tall cliff. The main issue getting addressed was the littered used market which could have easily been resolved with a MX validation filter.
Either way, since this is a sudden and significant change to game mechanics, it is not fair to implement the changes with a mere 5 day warning towards the end of a weekend. This gives players a work week to schedule all their planes or face stiff penalties. For airlines that have 100+ planes to dispose of or otherwise schedule, this is NOT a fair amount of time to give to them. For example, I'm going to be plane hopping this week for work and realistically won't be able to do adapt my airlines to avoid getting bent over the barrel. I think at least a few weeks is needed especially for those of us with busy schedules and limited time (as we often get stuff done in spurts as time allows).
Additionally, I do not see the point of removing a plane's value from CV when it is in long term storage. This will make it easy to obfuscate the health of an airline by manually adjusting CV through swapping planes in and out of storage. Additionally, it goes against the sim's accounting model that bases CV on the value of owned assets minus liabilities. There is no concept of depreciation or useful life implemented AT ALL, only the concept of market value. Since an airline could take a plane out of storage and place on the used market at any time for that "value" there's really no loss of value to the company (unlike in the real world, where a plane with no salvage value or prospect for sale would have to be marked down to zero).
I guess this change will encourage all of us to run a tight ship from now on out........
Correct me if Im wrong but isnt the marketvalue mirroring the shape and age of the aircraft? Or in some cases the demand of it? Putting the marketvalue on something constantly while its being depreciated must be as close as you can get to a valid accounting value? The other part of the argument where you can "hide" value I do get though.
So basically the alliance full of airlines that like to hoarde 300+ useless planes to inflate their CVs are upset with this new change. Not too surprising.
In the real world, major airlines also don't have 100+ parked 737s or DC10s, etc.
One possible problem for one small part of the implementation still; when you have 50 planes listed in the market and all have expired D checks and the feature goes live, after two weeks all are returned from the market. If you have automated D check on, this may become costly. ...or do people read these news and infos, and are aware of the change in a week?
I think that most people read their personal messages.. but many people may not read the forums.
any way you can communicate to all users via a mass PM to avoid anyone stating "they weren't aware"?
just a thought.
QuoteThis is calculated automatically daily, and only applies if you have more than 10 planes "idle" (= no routes or for sale) at the same time.
It would be nice to have this "slacker" factor increased a bit. Me being a slacker, I routinely have 20-30 aircraft sitting waiting for me to get around to scheduling them...
There are players doing 7 day scheduling, waiting to have all 7 ready before actually scheduling x 3 fleet groups = 21 aircraft. I think increasing this to somewhere between 20-30 would be helpful.
Quote from: [SC] xyeahtony on December 08, 2013, 11:33:41 PM
So basically the alliance full of airlines that like to hoarde 300+ useless planes to inflate their CVs are upset with this new change. Not too surprising.
In the real world, major airlines also don't have 100+ parked 737s or DC10s, etc.
In the real world scheduling one 737 doesn't make the operating costs of your DC-10s more than double. The problem of swapping fleets when you have 3 fleets in use is the only reason I have ever had a large number of aircraft sitting idle, and I don't appreciate your insinuation that my objection to this had anything to do with inflating my CV. >:( Anyway my objection seems to have at least potentially been addressed by adding the ability to mothball aircraft in the desert, so we'll see how that works out.
Ok we are discussing a small fee for parking the planes against keeping a fleet of 20 planes grounded for maybe half a year on a slow production line. It must be alot more expensive to keep planes grounded waiting for a set of seven as you are already doing than paying the fee of parking even if there is no direct cost attached to it today. Right Jumbo?
Quote from: [SC] - lilius on December 08, 2013, 11:53:08 PM
Ok we are discussing a small fee for parking the planes against keeping a fleet of 20 planes grounded for maybe half a year on a slow production line. It must be alot more expensive to keep planes grounded waiting for a set of seven as you are already doing than paying the fee of parking even if there is no direct cost attached to it today. Right Jumbo?
I am not commenting on the whole Parking scenario, just on the small portion of it - the idle aircraft, that I tend to have more than 10, sitting around most of the time, even when my intention is to fly them all. Even now, when in my mind, I am pretty much caught up with scheduling, I have 18 aircraft sitting around...
Quote from: [SC] xyeahtony on December 08, 2013, 11:33:41 PM
So basically the alliance full of airlines that like to hoarde 300+ useless planes to inflate their CVs are upset with this new change. Not too surprising.
In the real world, major airlines also don't have 100+ parked 737s or DC10s, etc.
Yeah, I lease a ton of planes out. I put every plane visible to the public for lease below market value with rare exception. The only useless planes I put on the market are ones I have retired from service with my airline. Please take your opinion and shove it....
Quote from: [SC] xyeahtony on December 08, 2013, 11:33:41 PM
So basically the alliance full of airlines that like to hoarde 300+ useless planes to inflate their CVs are upset with this new change.
We do not hoard aircraft, we lease them out. There is absolutely nothing wrong about that, and it benefits not only us. Automated Checking upon leasing or even automated checking in general would have alleviated any problems that exist with it, but no, due to some b*tch *ss crybabies (always the same guys who never manage to run a working airline, as per use) we now face severe penalties for providing smaller airlines with more affordable leasing options.
Why don't you put up a feature request demanding the Company Value stat be removed? That would fit right in with you. You can't win it for the life of it, so you just complain about it. Shame on you for being such an envious person.
I'm loathe to get involved as there is the usual mudslinging going on...
Generally the changes are a good idea: :)
Making major changes mid game (AGAIN): :o >:( Airwaysim used to have a professional, well managed 'feel' to it - IMO at least. It no longer does. I like that we all get to have some input into the game, but Sami seems (again, just IMO and no offence intended) to have become more 'reactionary' and always trying to please one group of people or another. I liked the older 'dictator' style more. Yes, let us have out say but please feel free to ignore us more often! Just like real democracy really, hehe. Having said that:
A couple of points/requests/suggestion:
Can the "Automatic check while on sale" option be split into two options for C and D checks, as it is for 'normal' automatic checks? I would generally want the C checks to occur automatically but then the aircraft to be removed from sale when the D check was due.
If the scrapping age is to be reduced to 10 years, why not also allow ANY aircraft with an expired D Check to be scrapped? After all, the whole point of this exercise is to encourage us to get rid of old aircraft more efficiently/promptly, yes? You still have a minimum eight year limit but it seems a waste to have to store these a/c for two years when we know 100% we will never use them again.
I also disagree with the concept of stored a/c not counting towards CV. Under the current financial modelling (which while incomplete and unrealistic does kinda work) this does not make sense. How can you own something with a certain value, yet it not count towards the value of your company? Either it has value or it doesn't. Planes in long term storage are not worthless. If the idea of these changes is to encourage aircraft disposal, then this is counter-intuitive: It will make it more likely for those of us (me included sometimes) chasing "CV stats" to NOT store aircraft which we may otherwise do so.
I'm sorry i didn't mean to upset anyone. I just find it mildly amusing that every time there is a rule change that threatens' Elite's dominance in AWS, there is a major uproar and whine fest like no other, from only a select few. And its funny how its always the same select few that have complaining to do.
Nobody likes a UM littered with useless planes. And in real life, airlines have to do pay to park planes. Planes don't just sit around for free doing nothing.
Quote from: [SC] knobbygb on December 09, 2013, 09:45:20 AM
If the scrapping age is to be reduced to 10 years, why not also allow ANY aircraft with an expired D Check to be scrapped? After all, the whole point of this exercise is to encourage us to get rid of old aircraft more efficiently/promptly, yes? You still have a minimum eight year limit but it seems a waste to have to store these a/c for two years when we know 100% we will never use them again.
Or have the "Scrap" option always available, regardless of age or D check.
Quote from: [SC] knobbygb on December 09, 2013, 09:45:20 AM
I also disagree with the concept of stored a/c not counting towards CV. Under the current financial modelling (which while incomplete and unrealistic does kinda work) this does not make sense. How can you own something with a certain value, yet it not count towards the value of your company? Either it has value or it doesn't. Planes in long term storage are not worthless. If the idea of these changes is to encourage aircraft disposal, then this is counter-intuitive: It will make it more likely for those of us (me included sometimes) chasing "CV stats" to NOT store aircraft which we may otherwise do so.
Agreed that the aircraft in storage should have some value, so maybe the compromise would be to value aircraft in desert storage at scrap value. If player brings it out, does the C/D checks, brings it up to par so that it can fly, at that point normal value should be restored, up from scrap value. Or, maybe in general, any aircraft that is not flight worthy (with expired C/D checks) should be valued at scrap value, whether it is in storage, on sale or in player's fleet...
Quote from: [SC] knobbygb on December 09, 2013, 09:45:20 AM
I'm loathe to get involved as there is the usual mudslinging going on...
Generally the changes are a good idea: :)
Making major changes mid game (AGAIN): :o >:( Airwaysim used to have a professional, well managed 'feel' to it - IMO at least. It no longer does. I like that we all get to have some input into the game, but Sami seems (again, just IMO and no offence intended) to have become more 'reactionary' and always trying to please one group of people or another. I liked the older 'dictator' style more. Yes, let us have out say but please feel free to ignore us more often! Just like real democracy really, hehe. Having said that:
Myself I enjoy these changes mid game. Remember these games are ultra long now and a bit too static in my opinion. These changes wont be in any way gamebreaking for anyone either. In real life you cant start a company and be sure that settings will be equal until the game is over either. As it is now we can pretty much see into the future.
Quote from: JumboShrimp on December 09, 2013, 10:58:40 AM
Agreed that the aircraft in storage should have some value, so maybe the compromise would be to value aircraft in desert storage at scrap value.
The whole aircraft valuation calculation will change anyway with the accounting changes; it will have a separate value at the books that depreciates over certain time (this value is used in company net worth, ie. company value, calculation) and then there's a separate value that is used when selling the plane (ie. suggested price; your staff will suggest a selling price based on market conditions and a/c condition, age etc.). When this is implemented long-term stored planes will be counted normally towards overall wealth, if there's still some value left in the books.
Is it a bug that I now can't remove an aircraft from sale because the C-Check is expired?
The "Aircraft Listed for Sale" button on the aircraft information screen usually takes you to the "sell aircraft" screen - even if it's already for sale. But this is no longer allowed. So for now we can't remove any of those aircraft from sale, or change the details for that matter. Is there another "Remove Listing" button that I can get to another way?
I guess this should be logged as a bug, but it will only be an issue for a few days until all a/c with expired-checks will automatically be removed from sale anyway. Between now and then I guess we're stuck or is there any way of "getting to" those aircraft?
Quote from: [SC] - lilius on December 09, 2013, 11:12:32 AM
Myself I enjoy these changes mid game. Remember these games are ultra long now and a bit too static in my opinion. These changes wont be in any way gamebreaking for anyone either. In real life you cant start a company and be sure that settings will be equal until the game is over either. As it is now we can pretty much see into the future.
Yes, I agree actually, from a gameplay point of view. I guess what I was referring to was the way this is affecting the stability of the system. There seem to be a lot more minor, niggly bugs being logged each time the system is changed and these are requiring on-the-fly fixes which then risks further problems... There seems to be no proper user testing or version control/change tracking (although I admit that's difficult to judge from the outside). Anyone who's worked with software knows it's virtually impossible to make changes to a live system without some soft of knock-on problem. The issue I've just mentioned in the post above is a prime example of unforseen, minor 'bugs' creeping in. I'm not having a go at Sami here either, just trying to make constructive discussion. I really think these changes could be introduced in a more controlled way - in more consolidated batches with proper warning and testing and that could STILL be done mid game if required.
Quote from: [SC] knobbygb on December 09, 2013, 12:32:17 PM
Is it a bug that I now can't remove an aircraft from sale because the C-Check is expired?
yes, fixed.
Quote from: [SC] knobbygb on December 09, 2013, 12:41:35 PM
There seems to be no proper user testing or version control/change tracking
Yes there is..
Quote from: [SC] knobbygb on December 09, 2013, 12:41:35 PM
I really think these changes could be introduced in a more controlled way
Such minor changes like these do not require a separate beta testing period. Bigger changes (like the new passenger allocation system introduced earlier) are tested separetely.
Quote from: sami on December 09, 2013, 12:55:36 PM
yes, fixed.
Yes there is..
Such minor changes like these do not require a separate beta testing period. Bigger changes (like the new passenger allocation system introduced earlier) are tested separetely.
Thanks for that. 40 aircraft suddenly automatically coming off sale and thus going for auto C-Check "sometime in the next 5 days" would have been pretty bad, hehe. I am being a 'good boy' and trying to tidy up my mess...
And I'm really not having a go at you. Your work is much appreciated. I realise you're in a kind of no-win situation.
Quote from: saftfrucht on December 09, 2013, 05:19:54 AM
but no, due to some b*tch *ss crybabies (always the same guys who never manage to run a working airline, as per use) we now face severe penalties
The problem is people abuse the system and when people abuse the system they become some of the largest airlines in the game. Not all large airlines abuse the system, but those who abuse the system are large (I hope that makes sense). Therefore, new rules/restrictions are always going to be targeted at large airlines whether they engaged in said abuse or not. Unless sami hires the AWS Police or a bunch of babysitters, automation has to be used which is why we are where we're at today.
The new rules that hurt large airlines nearly always hurt small airlines even more because large airlines have the cashflow/capital that it any new fees/charges are nothing more than a nuisance. If you're a small airline with 20 aircraft and can't get a broker to buy your aircraft and are forced to do heavy checks, you could end up bankrupt pretty easily.
Quote from: LemonButt on December 09, 2013, 02:52:16 PM
The problem is people abuse the system and when people abuse the system they become some of the largest airlines in the game. Not all large airlines abuse the system, but those who abuse the system are large (I hope that makes sense).
???
Quote from: LemonButt on December 09, 2013, 02:52:16 PM
The new rules that hurt large airlines nearly always hurt small airlines even more because large airlines have the cashflow/capital that it any new fees/charges are nothing more than a nuisance. If you're a small airline with 20 aircraft and can't get a broker to buy your aircraft and are forced to do heavy checks, you could end up bankrupt pretty easily.
And not doing heavy checks, either by returning the aircraft just prior, or hoping that a broker will buy an aircraft prior to D check, aircraft that is worth less than the price of D check, how is that not abusing the system?
I have to say, I'm not really sure what all the complaining is about.... The changes seem like logical additions.
Relatively small parking charges... Seems like a sensible addition to me. Airlines don't park aircraft for free.
Auto-C/D checking option for aircraft on sale... Definitely a positive thing. In the past I have had aircraft in sale for a long time and didn't realise that they'd expired meaning no one was likely to buy them. Now that shouldn't be a problem. Also, as Sami said, the used market won't be littered with aircraft no one will use.
Some people have been using the used market as a place to unofficially store aircraft (me included on occasion) - now they don't need to. They can either store them, sell them or scrap them.
The only real potential issue would be if someone had dozens of aircraft on the used market with expired checks that all now get bounced back and land up being checked at the same time. Unlikely to be a huge problem for anyone I'd imagine.
On the whole, a thumbs up from me. More options and flexibility with aircraft and tidying up the used market too.
Quote from: NorgeFly on December 09, 2013, 04:02:21 PM
Some people have been using the used market as a place to unofficially store aircraft (me included on occasion) - now they don't need to. They can either store them, sell them or scrap them.
Exactly. People like to hurl the word "abuse" around a lot, the fact is that because there wasn't any way to store aircraft long-term, and because the used marked served that function whether it was intended to or not, and because 15 years is a long time to keep a plane you don't want anymore (and neither does anyone else), a lot of "useless" planes wound up on the UM. The improvements in scrapping rules and the new storage function address this, but they are just that: improvements and new features that several users, veterans and newbies alike, have been asking for.
Quote from: NorgeFly on December 09, 2013, 04:02:21 PM
The only real potential issue would be if someone had dozens of aircraft on the used market with expired checks that all now get bounced back and land up being checked at the same time. Unlikely to be a huge problem for anyone I'd imagine.
Like I already posted I figured out this too, and will probably do so that initially the system only warns of this and the actual market takedown won't be activated until later ..
Quote from: JumboShrimp on December 09, 2013, 03:54:02 PM
And not doing heavy checks, either by returning the aircraft just prior, or hoping that a broker will buy an aircraft prior to D check, aircraft that is worth less than the price of D check, how is that not abusing the system?
I was talking about aircraft that end up on the used market for long periods...if you list an aircraft with 2 years left before a D-check and can't sell it (at any price) and are forced to do a D-check to keep it for sale, it's gonna hurt if you only have 20 aircraft.
I think its been a bit missed in the mix of reactions, but one of the issues around it is that the AI brokers seem to have become very reluctant in buying aircraft, even well-maintained, reasonably aged and priced cheaply. My observation is that the AI brokers just dont buy as much as they used to : so, its not the case of arguing they should be buying any old garbage on the market but that they should be IN the market for fairly-priced decent hulls a bit more than they seem to be now, especially as the longer game worlds, which require far more re-fleets and upgrades, need more 'churn' of UM aircraft, not less.
as a side note : a 10-12yr old small aircraft ends up costing 10% of its value to d-check : thats not its market price, but its value : the market price can be far less and still not move it on : so the decision to d-check and keep it 'live' versus the decision to scrap and cut potential further loss ( having to c-check after another year or scrap it then) is likely to end up on the 'scrap' option. So, I reckon we'll see a lot fewer types on the market, which knock-on effect is a lot fewer types being flown ; we may see an increase in prices for the remaining types as fewer will be on offer and that old supply/demand will kick in as more players chase the favourites : but for some categories, like russian tin, well, sami might as well just clean them out of the database, they will just be space-filling curiosities...
At the end of the day, we used a machine gun to kill a mosquito. What should have been done to the used market is to offer a filter to remove aircraft within 1 month of C check expiration and 1 year of D check expiration. This could even be the default set up. Instead, we now have to pay huge sums of cash to keep planes current on checks that would not have expired IRL because they are cycles and hours based as opposed to time based. If we must change the market to include maintenance requirements, the best solution is to freeze the C/D timer and make the aircraft deteriorate at a fixed rate. When a plane is sold/leased, the seller would be hit with a bill to bring the frame to flight worthy condition. If the plane sat for 5 years, 1 bill to bring the frame from 50% to, say, 85% would make far more sense than paying for 5 C checks and a D check on a plane that did not fly....
Quote from: JetWestInc on December 10, 2013, 04:37:13 AMInstead, we now have to pay huge sums of cash to keep planes current on checks that would not have expired IRL because they are cycles and hours based as opposed to time based.
That's probably not a valid argument for all the 'parking costs money in real life'-crybabies.
I wanted to mention one thing that i noticed in recent changes,,, payload vs. range.
As it was, you could schedule an aircraft on a longer route than its max full payload range was, but now when i was going to change a route of 2700nm to a 2570nm range aircraft I no longer have the option of doing that...
In my work, if i want to go max range, i am payload limited, and if i want to go max pax, then i am range limited...
as we professionals know, that is not how it is in real life....
Quote from: [SC] StefanPeturs on December 10, 2013, 11:26:35 AM
I wanted to mention one thing that i noticed in recent changes,,, payload vs. range.
Nothing on that side has changed in a long time.
Quote from: [SC] - lilius on December 09, 2013, 11:12:32 AM
Myself I enjoy these changes mid game. Remember these games are ultra long now and a bit too static in my opinion. These changes wont be in any way gamebreaking for anyone either. In real life you cant start a company and be sure that settings will be equal until the game is over either. As it is now we can pretty much see into the future.
LOL, so AWS is more and more like RL. In the US, Congress can pass a law that has retroactive effect. Say, in February, that applies back to January. Or even better, our tin pot dictator (Obama) can have a press conference and pull a new "law" out of his a$$.
So there is a great deal of unpredictability in RL, so if there is some in AWS, it is not a complete disaster... Players will adjust...
Quote from: JumboShrimp on December 10, 2013, 08:18:48 PM
LOL, so AWS is more and more like RL. In the US, Congress can pass a law that has retroactive effect. Say, in February, that applies back to January. Or even better, our tin pot dictator (Obama) can have a press conference and pull a new "law" out of his a$$.
So there is a great deal of unpredictability in RL, so if there is some in AWS, it is not a complete disaster... Players will adjust...
Dude, this game isn't a democracy. No CPU game has ever been.
As for politics. I'll have a cup of tea with you and thank 'god' that the US president hasn't pulled a new "war" out of his A$$ lately.
Unpredicitability only ever hurt the unprepared.
Quote from: Captim on December 10, 2013, 09:07:18 PM
As for politics. I'll have a cup of tea with you and thank 'god' that the US president hasn't pulled a new "war" out of his A$$ lately.
He tried to do precisely that, if you were paying attention.
Quote from: Captim on December 10, 2013, 09:07:18 PM
Unpredicitability only ever hurt the unprepared.
Good point.
Quote from: JumboShrimp on December 10, 2013, 09:37:02 PM
He tried to do precisely that, if you were paying attention.
Entirely possible I missed that call to arms. I try to keep abreast of things neutrally, but, 'The Daily Show' sums things up so nicely in an objective nutshell! ;D
Unless, perhaps you were referring to the US middle class? We've got that here too, but it's the price all western societies are paying for the trillions we owe.
This game is actually a very nice example how over leveridging yourself will lead to major cashflow problems down the line...
Quote from: brique on December 10, 2013, 03:59:49 AM
I think its been a bit missed in the mix of reactions, but one of the issues around it is that the AI brokers seem to have become very reluctant in buying aircraft, even well-maintained, reasonably aged and priced cheaply. AI brokers just dont buy as much as they used to.
I haven't noticed that particularly. In fact, I've NEVER had much luck getting brokers to buy my aircraft in general but recently I've actually sold a couple of old 721s with expired D-Checks to brokers - at a low price of course! There were several others available at a similar price and in much better shape too. So, it all seems a bit too random.
One bad thing about these changes (which I generally like) is that we'll miss out on such opportunities. Perhaps, as others have said, making the brokers more likely to buy will help these changes along - many more aircraft would disappear from the market before expired checks became an issue.
i'm loving the swap registration numbers feature when transferring schedules to new planes. One of the best updates imho. Props to the dev. team, and thanks.
Quote from: [SC] xyeahtony on December 11, 2013, 07:19:22 AM
i'm loving the swap registration numbers feature when transferring schedules to new planes. One of the best updates imho. Props to the dev. team, and thanks.
Couldn't agree more! Time saver here!
Now if we can just get a 7 day schedule button for route creation!
Good work keep it up!! (Most of) these updates sound great!
Quote from: [SC] xyeahtony on December 11, 2013, 07:19:22 AM
i'm loving the swap registration numbers feature when transferring schedules to new planes. One of the best updates imho. Props to the dev. team, and thanks.
Yup, really handy feature.
One thing that would be great is that if one of the aircraft has nothing but A/B check on the schedule, that A/B check does not get copied. It would be great if it did.
With some of the recent changes I've discovered that the flag for auto lease renewal (which I had set to "off") had returned to "on" for the few aircraft I wanted to let expire. Got a surprise renewal on one, checked the others and had to change them all back. :(
Won't report as a bug, as that was probably a one time issue.
That or anything related to that hasn't changed at all really....
Are new features live yet? Sitting here waiting for the market to turn all green :laugh:
I can't wait until the "conversion" feature will get activated so that I can convert my MD-81 in MD-82 or MD-90-30 to MD-90-30 ER ... that would be so nice. Otherwise I can only scrap the aircrafts...
Quote from: meiru on December 15, 2013, 04:42:46 PM
I can't wait until the "conversion" feature will get activated so that I can convert my MD-81 in MD-82 or MD-90-30 to MD-90-30 ER ... that would be so nice. Otherwise I can only scrap the aircrafts...
I didn't think that conversion was an option....
Well... it was listed in a feature request that got an [ok]... so, I'm still hoping :laugh:
So, I have 265 aircraft up for sale in JA and got a subtraction of -41 995 647 USD for aircraft parking last week. What up?
/edit: adjusted the sum as the initial sum was lacking sundays charge.
Quote from: saftfrucht on December 18, 2013, 01:10:13 AM
So, I have 265 aircraft up for sale in JA and got a subtraction of -35 937 948 USD for aircraft parking last week. What up?
:o
I though sami said for WB, parking is $500/frame/day (2005 value), so 36M means 19.400/frame/day JA value?
I got a bill for 61 million for one week in JA (some 500 frames...) - clearly not 500 dollars, euros, maybe the bill came in yen and my accountants paid in dollars?
did your aircrafts get forced to do maintenance checks and perhaps the costs were allocated to parking instead of maintenance?
the numbers mentioned would support this.
No, it was the parking fee only. And strangely only in Jet Age, so something with the inflation or that way I guess. But just adjusting it.
MT has to be off by at least a little....I have 28 idle planes this morning (15 A319, 1 737-800, and 12 various 777) and I was getting hit with a $1.9m/week parking fee. That is $9,693/day/plane and I have about 5 more planes on site this morning than last night so that number is low. Per the 1.3 updates log post on plane parking, the max fee for a very large aircraft in 2005 should be $500/day (https://www.airwaysim.com/forum/index.php/topic,26356.msg286746.html#msg286746) so something is wrong here too.
DOTM 6 currently 17 idle planes (7 737-3/4, 10 ATR -42/72) and the hit was ~$450,000/week or $3,781 per plane which inflation adjusted is at least 10 times what was reported to be the fee.
Whats with the suggested aircraft pricing?
I have never seen this before nor do I see any topics on it.
Not yet 'officially' announced but can and should be used for testing: https://www.airwaysim.com/forum/index.php/topic,17005.msg288740.html#msg288740
(needed due to accounting changes)
Hi:
I thought MX expired aircraft would be no longer offered for sale on the used market.
Quote from: ekaneti on December 23, 2013, 11:31:37 AM
Hi:
I thought MX expired aircraft would be no longer offered for sale on the used market.
there's a grace period while people figure out the new rules. I'm sure they'll be bumped from the market eventually
This is my understanding as well; although I hope that the planes aren't bumped from the UM, but rather the player simply has to continue to pay the C/D MX on them. It would be really annoying if you had to place your planes on the UM anew every time a C-check happened...
I'm not a fan of the advisor pricing in lieu of the actual value being displayed.
What's the point?
"Actual value", like it used to be here, has got nothing to do with "real" accounting and such stuff, to which we'll be moving shortly.
You have a book value of the aircraft (you paid let's say $50mil of it 10 years ago and now the value of the plane in your book keeping is $25mil) and then you have a "market value" of the aircraft which depends entirely on what you wish to sell the plane for, and what it's age, condition etc are. This market value is determined by supply and demand and is not calculated by the system, but it will try to help you determine it, but in this example it could be for example $30mil .. not related to book value anyway on any level. (if you sell the plane over you book value, it's a profit, and other way around)
= Two entirely separate things now...
Quote- For leased planes there is naturally no value displayed as you are not their owner. If you wish to purchase the leased plane the buying cost is determined by the broker like previously. In case you purcase the plane the 'book value' will be the actual purchase price what you paid for it, and it will depreciate over the same rules as any purchased used aircraft.
In this case, does the "actual purchase price" that determines the book value include paying 50% of the remaining lease when you buy the plane? Or will the book value be (purchase price) - (lease termination penalty)?
Currently (or in the new code) when you buy out the lease the book value is the entire sum you pay for it, but actually correct way would be to put the 50% of the remaining lease under lease fees instead yes .. Have to change that probably.
yes, and from a bookkeeping standpoint, it's wrong to take the price you pay as book value... it should be the "true" value or, what officials think it should be... could be, that I buy a house for let's say 800k ... and then the tax authority tells me, that I have to pay tax for a 1.3M house, because they say, that's the true value of the house... (happens often and is sometimes a real problem for our company)
Quote from: sami on December 30, 2013, 02:19:02 PM
"Actual value", like it used to be here, has got nothing to do with "real" accounting and such stuff, to which we'll be moving shortly.
You have a book value of the aircraft (you paid let's say $50mil of it 10 years ago and now the value of the plane in your book keeping is $25mil) and then you have a "market value" of the aircraft which depends entirely on what you wish to sell the plane for, and what it's age, condition etc are. This market value is determined by supply and demand and is not calculated by the system, but it will try to help you determine it, but in this example it could be for example $30mil .. not related to book value anyway on any level. (if you sell the plane over you book value, it's a profit, and other way around)
= Two entirely separate things now...
I'm sorry I should have clarified. I think we should be able to see an actual dollar amount of an appraised value for aircraft. The guidance provided by the adviser is just not enough for me. My two cents :-)
sami--current scrap value is 30% and aircraft depreciate to 10%. Does this mean that the scrap value will eventually be higher than book value or has scrap value changed also?
Quote from: [SC] b757capt on December 31, 2013, 03:57:17 AM
I'm sorry I should have clarified. I think we should be able to see an actual dollar amount of an appraised value for aircraft. The guidance provided by the adviser is just not enough for me. My two cents :-)
Agree. Something like an estimate value done by company staff, with accuracy of 90-95% is OK
Salvage value should be equal to scrap value. The only time they should differ is when the estimates are wrong....
Quote from: LemonButt on December 31, 2013, 04:01:37 AM
sami--current scrap value is 30% and aircraft depreciate to 10%. Does this mean that the scrap value will eventually be higher than book value or has scrap value changed also?
Scrap value has no relation to book value. Scrapping price is calculated by the junkyard guys and they know nothing about your bookkeeping value for the plane.. It may be higher or lower.
sami - can you give some details on the new "alliance price" feature.
im trying to sell to fellow members, and the min price is only marginally lower than the book value for a MRJ 90ER
Asking price USD 53 412 000
Recommended price 53 412 000 USD
Book value 55 920 400 USD
Min / Max allowed price 30 729 000 USD / 89 393 000 USD
Min / Max price for alliance sales 53 412 000 USD / 73 302 000 USD
---------------edit 12:10PM---------------------
Also another thing I have just noticed, I went back into another MRJ I had on the market, and the min price for alliance sales was now higher than when I listed it, so how can I sell/lease it without checking and updating this every time a member wants to buy/lease?
That is quite too near to book value etc, have to check
thanks sami, its on lease in Asia Challenge
Before the update that will boot any plane with expired C/D checks off the market goes live, can we PLEASE get a mass scrap function added? I really don't have hours to waste on this, which is yet another huge mid game rule change....
Quote from: JetWestInc on December 31, 2013, 07:42:42 PM
Before the update that will boot any plane with expired C/D checks off the market goes live, can we PLEASE get a mass scrap function added? I really don't have hours to waste on this, which is yet another huge mid game rule change....
I don't think a mass scrap function would be useful any other time than the one time rule change. If it helps at all, I've found the easiest way to scrap aircraft is by going to the fleet tab on the aircraft info tab to find the oldest aircraft in my fleet. Middle click the reg number, then middle click the view schedule button. Then you can move the schedule/reg number to a newer aircraft. Hit F5 on the aircraft info page and verify it has no routes and click scrap. Middle click the tab to close it, wash, rinse, repeat. If the aircraft already has no routes it's obviously much quicker...
Quote from: JetWestInc on December 31, 2013, 07:42:42 PM
Before the update that will boot any plane with expired C/D checks off the market goes live, can we PLEASE get a mass scrap function added? I really don't have hours to waste on this, which is yet another huge mid game rule change....
At a minimum, the expired checked planes from the market need to go to long term storage, from which they can be mass scrapped. Though, that feature request is still open, so I think you might get hosed.
Quote from: LemonButt on December 31, 2013, 07:56:53 PM
I don't think a mass scrap function would be useful any other time than the one time rule change. If it helps at all, I've found the easiest way to scrap aircraft is by going to the fleet tab on the aircraft info tab to find the oldest aircraft in my fleet. Middle click the reg number, then middle click the view schedule button. Then you can move the schedule/reg number to a newer aircraft. Hit F5 on the aircraft info page and verify it has no routes and click scrap. Middle click the tab to close it, wash, rinse, repeat. If the aircraft already has no routes it's obviously much quicker...
He currently has 458 planes on the market. Even if he spends 15 seconds each plane, that's still going to take him 2 hours. I would also say that 15 seconds each isn't enough time as he has to 1. remove it from the market 2. scrap 3. repeat. If 458 planes get dumped off the market and into his "flying" fleet, he will end up shelling out billions for C/D checks for frames he wants to scrap but has not been provided a reasonable mechanism to do that with thanks to a mid-game significant rule change.
Quote from: schro on December 31, 2013, 09:44:18 PM
he wants to scrap but has not been provided a reasonable mechanism to do that with thanks to a mid-game significant rule change.
This rule/functionality change was announced 3 weeks ago (& implementation postponed a bit to avoid too much hassle), so it should not come as a huge surprise anymore really ...
The aircraft market is not meant to be a storage place for the un-needed planes.
(I could "automate" the market-removal easily for the transition, but I'd guess he doesn't want each and every plane taken out of the market? ..if yes, that's only a simple one database query.)
Quote from: sami on December 31, 2013, 10:41:34 PM
This rule/functionality change was announced 3 weeks ago (& implementation postponed a bit to avoid too much hassle), so it should not come as a huge surprise anymore really ...
The aircraft market is not meant to be a storage place for the un-needed planes.
(I could "automate" the market-removal easily for the transition, but I'd guess he doesn't want each and every plane taken out of the market? ..if yes, that's only a simple one database query.)
Having 3 weeks is not the point. This is a significant rule change AGAIN made mid game. I don't have time to WASTE "fixing" a condition created by a change to the rules I agreed to when I joined the game world. I have already scrapped 200 planes in JA and yes, it took well over an hour to do so.
If you insist on the change, either create a mechanism to easily fix the problem (ie. mass scrapping) or offer to scrap any unwanted planes yourself. There is also no way you can justify forcing C/D checks on 450+ planes, so offer the option to send any plane forcibly removed from the market directly to storage.
These changes really need to be for new game worlds only....I so so unbelievably sick of mid game changes.
Quote from: sami on December 31, 2013, 10:41:34 PM
This rule/functionality change was announced 3 weeks ago (& implementation postponed a bit to avoid too much hassle), so it should not come as a huge surprise anymore really ...
And, on top of everything else, AWS always takes a back seat for a few weeks this time of year. I am in the airline industry IRL and this is by far the busiest time if year. I worked an average of 13.43 hours a day (201.5 hours) between December 16th and 30th and I had 3 days off in there too. Not including the days off, I averaged 16.79 hours at work per day. AWS is a game, a pass time, not a job but that is what changes like this make it.
Again, make an easy way to fix the problem that you created. It is that simple.
I think there may be an anomaly based on where you live. Your home base is home to so many ppl who still call it home but had to leave to find work elsewhere.
Quote from: swiftus27 on January 01, 2014, 03:22:37 AM
I think there may be an anomaly based on where you live. Your home base is home to so many ppl who still call it home but had to leave to find work elsewhere.
At least at my airline, loads (passenger, bag, and freight) were crazy this year. Not just here in Cleveland, but system wide. A couple days this season we had a system wide load factor of over 95% (my own estimate). With heavy loads, crazy weather, and lots of vacation time, the overtime is plentiful for about 2 1/2 weeks and I take advantage of that every year. A few more heavier than normal days remain and I expect to be able to give AWS the normal amount of attention I give it again by the end of the weekend, but even then I think it is utterly ridiculous to have to waste -hours- because of a mid game rule change....
Don
Quote from: schro on December 31, 2013, 09:44:18 PM
At a minimum, the expired checked planes from the market need to go to long term storage, from which they can be mass scrapped. Though, that feature request is still open, so I think you might get hosed.
He currently has 458 planes on the market. Even if he spends 15 seconds each plane, that's still going to take him 2 hours. I would also say that 15 seconds each isn't enough time as he has to 1. remove it from the market 2. scrap 3. repeat. If 458 planes get dumped off the market and into his "flying" fleet, he will end up shelling out billions for C/D checks for frames he wants to scrap but has not been provided a reasonable mechanism to do that with thanks to a mid-game significant rule change.
I don't understand why Sami should spend hours on changing and testing something in the code, so that a handful of players (who have had weeks to do so) doesn't have to spend the same amount of time scrapping their own aircraft... which should be a one-time job. It really doesn't matter if that person has been busy in RL.
Not a fan of this weekly depreciation counting against my weekly profits. I'm not sure why you have to pay for depreciation; isn't it just supposed to subtract from the value of the aircraft? not your actual ticket income?
By definition it is a non-cash expense so you are only 'paying' for it in the accounting sense of the word. You will recoup the difference in the depreciated value of the plane and the market value when you sell or scrap it.
Quote from: dmoose42 on January 02, 2014, 12:41:26 AM
By definition it is a non-cash expense so you are only 'paying' for it in the accounting sense of the word. You will recoup the difference in the depreciated value of the plane and the market value when you sell or scrap it.
yeah just realized the tax implications. lol this game is getting slightly complex! :D
Will make sure there's a proper manual page on this before it goes fully live. (for now all changes have been early preparations and small changes..)
(It's not that complicated really ... Just more information available .. and mainly also change to how the taxes work, that's probably the biggest individual change since aircraft purchase expenses won't be tax deductible immediately upon purchase)
Quote from: Monica on January 02, 2014, 12:07:09 AM
I don't understand why Sami should spend hours on changing and testing something in the code, so that a handful of players (who have had weeks to do so) doesn't have to spend the same amount of time scrapping their own aircraft... which should be a one-time job. It really doesn't matter if that person has been busy in RL.
Because the rules changed mid game AGAIN. It is not a matter of not wanting to have to do what everyone else has to do, it is a matter of the developer disrespecting customers by changing rules mid game.
At the end of the day, if the change is made properly (which it is not, see our accounting experts posts) it will be a good change for the game. But, the change should be made to FUTURE GAMES ONLY. It is that simple.
Quote from: JetWestInc on January 02, 2014, 01:32:04 AM
which it is not, see our accounting experts posts
What on earth are you talking about?
And I would appreciate to tone down this "rules changing again" thing, since it really isn't by any means a big deal. If I'd decide to make everyone's tax-level 70% (just an example..), then it would be a big deal. But updating the rules to disallow "storage" of aircraft on the used aircraft market isn't a dealbreaker and that is why it will be introduced on all game worlds.
(and I did also offer assistance for quick removal from the markets a few messages back, but you seemed to ignore that alltogether..)
edit/typos
Sami, I think the issue is that a lot of people have historically used the UM to park aircraft for CV storage. Rather than disposing of the planes, they would just sit there. Obviously with the new rules (accounting to be implemented and UM checks - implemented shortly), there will be a significant reduction in player's willingness to park aircraft on the UM to store CV. I have done this a lot (and had to scrap 500 some aircraft when the storage rules came out to avoid being decapitated). While I agree that both sets of rules make sense for the game (although the option to keep planes on the UM but just paying for their checks without having to repost them would be nice), it is a bit frustrating to make in game changes to strategy to account for rule changes.
If I may, I would suggest the following, would it be possible to publish a roadmap of proposed timing of changes and the types of changes that are envisioned for 2014? This way people can not feel blindsided (in the case of jetwestinc) by changes. I don't think it needs to be too specific something like below...
December 2013: Storage Capability
January 2014: UM aircraft require updated checks
February 2014: Updated Accounting System goes live (biggest change is how aircraft are accounted for depreciated from purchase price rather than written off as an expense upon purchase)
May 2014: City-based demand test server
August 2014: City-based demand goes live
Quote from: sami on January 02, 2014, 01:34:30 AM
What on earth are you talking about?
edit/typos
My bad, was discussed elsewhere, not on this board. Also, was referring to new aircraft value system and not storage/scrapping.
Quote from: sami on January 02, 2014, 01:34:30 AM
And I would appreciate to tone down this "rules changing again" thing, since it really isn't by any means a big deal. If I'd decide to make everyone's tax-level 70% (just an example..), then it would be a big deal. But updating the rules to disallow "storage" of aircraft on the used aircraft market isn't a dealbreaker and that is why it will be introduced on all game worlds.
(and I did also offer assistance to your issue a few messages back, but you seems to ignore that alltogether..)
edit/typos
I did not ignore that, it just does not help. What would help would be a) mass scrapping function b) any plane forcefully removed from the market placed into long term storage and c) the ability to view all stored aircraft on one screen in my aircraft view.
The idea is for the better of the game, I do not in any way disagree, I am just still fuming over the amount of time I have and still have to utterly waste because of this change. As noted before, I have well over 400 planes to dispose of. I have to click view plane, click aircraft for sale, click remove from market, click continue, click scrap, click confirm. 6 click per plane, 15-25 seconds each frame on a good day. If I do nothing but click for an hour straight, I might get through 180 frames. No one can sit and click the mouse 1000 times in an hour without getting a headache.. ..so realistically it would be more line 100-120 frames an hour. So because of a mid game change I will be forced to waste upwards of 6 hours in one game world including the 150 frames I have already scrapped.
By simply adding the functions listed above, this whole outburst would have been avoided. More thought really has to go into the "how will this affect current game worlds and how can complications be avoided" in addition to the required "does it work as intended."
Quote from: dmoose42 on January 02, 2014, 01:48:31 AM
I think the issue is that a lot of people have historically used the UM to park aircraft for CV storage. Rather than disposing of the planes, they would just sit there. Obviously with the new rules (accounting to be implemented and UM checks - implemented shortly), there will be a significant reduction in player's willingness to park aircraft on the UM to store CV.
Use the long-term storage feature for that. Planes there will be counted towards your "company value" (= visible in balance sheet).
Quote from: dmoose42 on January 02, 2014, 01:48:31 AM
(although the option to keep planes on the UM but just paying for their checks without having to repost them would be nice)
You can do C/D's to planes while they are for sale .. Automatically or manually.
Quote from: JetWestInc on January 02, 2014, 01:51:22 AM
I did not ignore that, it just does not help. What would help would be a) mass scrapping function b) any plane forcefully removed from the market placed into long term storage and c) the ability to view all stored aircraft on one screen in my aircraft view.
Like mentioned I can put all your for-sale planes into long-term storage with two or three database queries, takes <5mins here. But that's then ALL planes you have for sale (or alternatively a list of ID numbers which not to move, but that's slower for you than using the UI)..
Quote from: sami on January 02, 2014, 01:51:58 AM
Use the long-term storage feature for that. Planes there will be counted towards your "company value" (= visible in balance sheet).
Yes, I understand that capability will exist, but people won't be buying large numbers of extra planes now because A) they don't want to get caught paying all those checks. B) the planes just depreciate at 4% a year (roughly) - whereas typically before they would maintain their value as the value would be the market value
So, yes, while they can put them in the storage freezer, the benefit is a lot less. Just saying.
Quote from: sami on January 02, 2014, 01:51:58 AM
Like mentioned I can put all your for-sale planes into long-term storage with two or three database queries, takes <5mins here. But that's then ALL planes you have for sale (or alternatively a list of ID numbers which not to move, but that's slower for you than using the UI)..
Can you pull every plane but DC-10's? Would you need ID numbers of all for sale DC-10's for that?
And after they are pulled, a view that is really needed is Aircraft In Storage added to My Aircraft....there is currently no way to search for aircraft in storage. This would help and would save a lot of time, even without mass scrapping function.
Quote from: dmoose42 on January 02, 2014, 01:56:35 AM
whereas typically before they would maintain their value as the value would be the market value
That's incorrect ... The old valuation system (that has been removed) had a great emphasis on plane age, and it went like this (example):
If plane was purchased in 1985 at $10mil (of that year's currency). In 2010, after 25 years, the same plane, in 100% condition, was valued at $3.3mil by the calculation. Scrap broker's payment for it would have been about $800k. (inflation has been taken into account here)
In the new depreciation method the $10mil plane from 1985 is valued in company bookkeeping at $1mil in 2010 (and remains at $1mil since it's the salvage value). So much more accurate really in my mind.
(to make it short: planes have always depreciated in value, the calculation method for it has just been changed. = No big deal.. Where you have figured that plane values would not decrease over time in the old calculation method?)
Quote from: JetWestInc on January 02, 2014, 01:51:22 AM
My bad, was discussed elsewhere, not on this board. Also, was referring to new aircraft value system and not storage/scrapping.
The depreciation model now used is the same used in real life. (the useful life and salvage value differ a bit from airline to airline but the basic method is just this)
Quote from: JetWestInc on January 02, 2014, 02:03:39 AM
Can you pull every plane but DC-10's? Would you need ID numbers of all for sale DC-10's for that?
Easiest if you PM me a comma-separated list of the ID numbers (database ID, from my aircraft a/c details page URL) it would work. So a list of what NOT to remove.
Quote from: sami on January 02, 2014, 02:22:06 AM
(to make it short: planes have always depreciated in value, the calculation method for it has just been changed. = No big deal.. Where you have figured that plane values would not decrease over time in the old calculation method?)
Sami, I apologize for not being clearer. Currently the plane value on the airline's book is a combination of the depreciated value (as planes age) and the effects of inflation on the value of the plane. Historically, these two components have been roughly the same, if anything inflation occurring at a faster rate than depreciation, causing the plane's value to increase in nominal terms particularly in the first 10 years of its life.
Now, we are eliminating the inflation component (and tweaking the depreciation component).
edit: Not disagreeing with the change, just explaining my interpretation of the change. I am very much in favor of the change in accounting rules that are proposed.
Quote from: sami on January 02, 2014, 01:34:30 AM
But updating the rules to disallow "storage" of aircraft on the used aircraft market isn't a dealbreaker and that is why it will be introduced on all game worlds.
I think the problem is that it was mid-game, as described. Because if the "long term storage" feature existed at the beginning of the gameworld, more people would have used it, and we wouldn't have this UM mess that we have now. But because there was no LT storage option at the start of the world, the
only way for players to simulate parking AC in the desert (which real airlines do all the time) was to dump them on the UM, even if it's not an "appropriate" use of the UM, since there was no "real" storage option.
(And, in turn, the urge for players to buy massive numbers of planes they don't need is because of the way the tax system works in this game, based on cash accounting, another game design decision which dramatically affects player behavior, for which the players are now being punished.)
And so now, since the game world has been running for ~30 years, mass-kicking those planes from the UM in the middle creates a huge pain for players with large fleets stored there, which is a problem that wouldn't exist if the both the UM ban and the LT Storage option existed at game start.
So the request from some players is just to have some kind of easy or automated way to transfer hundreds of planes either from the UM into the LT Storage, or into the chop shop or scrapping, so that it functions "as if" the rule was in place from the beginning of the world, and no players are punished.
This rule doesn't affect me personally, since I never had large cash piles (due in part to Algerian rebellion, etc.) with which to buy surplus planes that I didn't need to fly immediately, or income that I needed to invest to avoid taxes. But I can still see why the affected players feel unfairly punished by this rule change and why they request a remedy.
Quote from: EsquireFlyer on January 02, 2014, 03:44:50 PM
So the request from some players is just to have some kind of easy or automated way to transfer hundreds of planes either from the UM into the LT Storage, or into the chop shop or scrapping, so that it functions "as if" the rule was in place from the beginning of the world, and no players are punished.
There's already a feature request for this - https://www.airwaysim.com/forum/index.php/topic,50757.0.html
Quote from: EsquireFlyer on January 02, 2014, 03:44:50 PM
I think the problem is that it was mid-game, as described. Because if the "long term storage" feature existed at the beginning of the gameworld, more people would have used it, and we wouldn't have this UM mess that we have now. But because there was no LT storage option at the start of the world, the only way for players to simulate parking AC in the desert (which real airlines do all the time) was to dump them on the UM, even if it's not an "appropriate" use of the UM, since there was no "real" storage option.
(And, in turn, the urge for players to buy massive numbers of planes they don't need is because of the way the tax system works in this game, based on cash accounting, another game design decision which dramatically affects player behavior, for which the players are now being punished.)
And so now, since the game world has been running for ~30 years, mass-kicking those planes from the UM in the middle creates a huge pain for players with large fleets stored there, which is a problem that wouldn't exist if the both the UM ban and the LT Storage option existed at game start.
So the request from some players is just to have some kind of easy or automated way to transfer hundreds of planes either from the UM into the LT Storage, or into the chop shop or scrapping, so that it functions "as if" the rule was in place from the beginning of the world, and no players are punished.
This rule doesn't affect me personally, since I never had large cash piles (due in part to Algerian rebellion, etc.) with which to buy surplus planes that I didn't need to fly immediately, or income that I needed to invest to avoid taxes. But I can still see why the affected players feel unfairly punished by this rule change and why they request a remedy.
Planes are bought to avoid taxes but they are kept to keep company inflated by overvalued scrapyard material.
And at last we have been given these long gameworlds that we have been waiting for. In them we know all aircrafts, we pretty much know the fuelprices and we can see into the future demands just by joining a later running gameworld. Is it really necessary to talk about unfair punishes? They are pretty much the most exciting thing happening in the whole game and the game is running smooth and stable despite the constant improvements being made.
Can we add status of Aircraft in C Check / D check to the new operational status drop down?
Just noticed a new line on the "Company Value" tab - Slot value.
How is this calculated and whats its purpose etc?
It's calculated based on acquisition cost. However, it is not comprehensive since the start of the airline as I believe Sami only started tracking this data within the last month.
It's purpose is that under the new accounting system, slots are proposed to be treated as an asset rather than an expense - and thus the value of the slots you have acquired will count towards CV (at cost). note that this means that acquiring slots is no longer a tax deductible expense and that you will have to pay taxes on this income, even though you used the cash to buy slots. This change will likely go into effect sometime in the next 2-4 weeks.
dmoose42
Quote from: dmoose42 on January 10, 2014, 12:30:15 PM
note that this means that acquiring slots is no longer a tax deductible expense and that you will have to pay taxes on this income, even though you used the cash to buy slots.
It didn't occur to me that this would end up taxable. I think there needs to be a balance of sorts since the EU allows basing in other countries etc. Taxes in Dubai are 0% whereas they are 30%+ in other countries. That means a $700k set of slots in Dubai cost $700k for the Dubai airline and $1 million for other airlines.
I think slots at your bases should be an asset only, but slots at destination airports outside of your country should be an expense. The reason being, for example, a US company is protected by US laws and buying slots at JFK would be a protected asset. If you were flying to Cairo from JFK, those Cairo slots are at the mercy of the Egyptian government and if there is a revolution etc. and the Egyptian government says they are confiscating slots, there is nothing a US based company can do. Granted there would little an Egyptian company could do, but I would think most countries would protect their home carriers first and foremost if things like this happened.
So in short, slots at your bases/home country are an asset, but slots at other airports should be an expense. If you are flying domestic, those should remain an asset (and income taxes) also since it is protected under the same government/legal system. I would think EU wouldn't count--if you are based in Paris then only slots in France are an asset and if you open a base in Germany etc. then they aren't "protected". This means airlines in Dubai etc. aren't given an even larger advantage than they already have.
Lemonbutt - that might get confusing. It may be better just to allow a tax deduction for slot acquisition fees for all airlines even though the value of the slot is being recorded as an asset.
The even more complicated approach would be to tax the slot acquisition fees at the tax rate of the country you bought them in (but who wants that level of complexity other than Sami's paid legion of accountants :) )
Quote from: LemonButt on January 10, 2014, 01:37:19 PM
That means a $700k set of slots in Dubai cost $700k for the Dubai airline and $1 million for other airlines.
Seems that you misunderstood. The slot is an asset, so it will not count towards your taxable income/expense in any country, until you stop using the asset(slot) and remove it from the company books. So the 700k slots cost 700k in cash for everyone and it has no effect on your taxable result.
Though if you look it that way, that if you earn $1mil from tickets and spend $700k on slots, your taxable result will still be $1mil (with $300k cash in hand) - in any country. And in 30% tax country you will then just pay $300k taxes (leaving $0), and in 0% country $0k (leaving $300k). But that's the way it should go, and ultimately the 'cost' of the slots is the same for both in this case. ..if they decide to close the route/slots, then the $700k is written off as an expense and then the taxable result will be reduced by that amount, giving advantage to the one who has higher tax%..
And also, the slots will be treated the same way regardless or country/HQ/...
Quote from: sami on January 10, 2014, 02:15:33 PM
The slot is an asset, so it will not count towards your taxable income/expense in any country, until you stop using the asset(slot) and remove it from the company books.
This doesn't make any sense. So if I earn $1 million in profit and then pay $1 million for slots, then it doesn't count as a $1 million expense dropping my tax basis to $0?
Since slots are an asset and it is impossible to convert that asset to cash in the game, it would make sense that it gets booked as an expense to lower your tax basis. If the asset is removed from the books, does that mean the airport will be refunding the slot cost to the player now?
This has been already discussed in depth in the feature rq. forum's thread about the accounting changes, and this is the valuation method that has been chosen for slots.
They are an asset like aircraft, but have a bit of different basis for their valuation (no depreciation), but the principle of taxation is exactly the same when you buy them. If you buy a $50mil aircraft, it is not a tax deductible expense at the minute you buy it either (like we have now). (and it's not relevant if the asset can be converted into cash or not; many companies have for example 'goodwill value' on their balances, for which they have paid when buying another company for example .. etc)
The manual page with detailed information about the new system and transition to it will be online later today.
The main question is if aircraft are depreciated over x years to allocate expenses to the right month with associated revenue, where are slot expenses allocated? Lump sum when you buy them? They are not depreciated, so unless they show up somewhere as an operating expense, then they are paid for with post-tax income, which is ultimately what I am trying to find out.
I searched the accounting thread in feature forum and couldn't find the answer, but will review manual when it goes live.
They are paid effectively with post tax income as you only get to record an expense if you give up the slot.
Base in the UAE and no one cares about your taxes
The slots are a zero value asset.
Once you buy them they have to be depreciated to a zero value as they cannot be sold, or traded for a price.
I am not suggesting slot trading.
Quote from: Minto Typhoon on January 11, 2014, 02:00:24 AM
The slots are a zero value asset.
Once you buy them they have to be depreciated to a zero value as they cannot be sold, or traded for a price.
I did not participate to the feature rq forum, but Minto you are right. Someone had already tried to explain that, from an accounting perspective, considering slots as assets in this game is not totally accurate. Though, a different option was taken.
Reading through the 2008 article by Deloitte to the end, they suggest that a condition for recognizing slots as assets would be the existence of an official or secondary market for slots. There is no such market in this game. What we pay for are non-refundable entry fees - that it would be more reasonable (and also simpler in the financial statements layout) to continue recognizing as expenses in the income statement at the time they are incurred.
It feels very distant to value such an essential and incomebringing asset as slots to zero just because you cant sell it. I would only agree to that once you quit flying your route or it cant be used for some other reason.
I don't think that there's a good way to hold the slots with the correct real world accounting treatment because slots are handled differently at different airports across the world (and actually, are only in play at the most crowded in the world) along with our inability to resell or trade our slots. I'll repeat the option that come to mind, but I think it has already been decided by the powers that be here, even if the choice is imperfect out of a set of imperfect options.
1. Slots held at zero asset value - this would mean that a full expensing of the asset must occur upon purchase. This doesn't jive well with accrual based accounting which is based upon matching the expense for the period which the asset was used (i.e. if they're used over 15 years, then they should be depreciated over 15 years). This would be easiest for current players to understand, as this has similar tax consequences to the current method.
2. Slots amortized over their useful life (not depreciated, because they're intangibles) - In order to amortize the slots, you've have to demonstrate that they have a useful life and/or are used up. The way they are structured in the game is a lot like land - they do not get used up over time. They're just as useful today as they will be 50 game years from now (unless of course, the airport becomes a ghosttown due to city based demand slapping it with a large trout). Since they're not "used up" over time, you can't really amortize even though it is a concept that players would likely understand.
3. Slots held as an asset at book value - Since they're intangibles that don't get "used up", this seems to fit, however, given that they have no resale value, one could argue that this type of valuation would fail an impairment test (thus, resulting in a portion of it being expensed to reduce the asset value). This would also inflate the assets of a company beyond what we are accustomed to seeing as well as result in a significant tax liability to players as slots are purchased (i.e. if you "make" 4m in a period and then "spend" 4m on slots, you still owe the full tax amount on the 4m).
In my opinion, each of the 3 options above has a number of flaws with it that doesn't jive with "the real world", but we're also trying to compare the AWS world that has some game mechanics that are not in sync with the real world either.
schro - I agree with your analysis here. I suspect that part of the reason for including them as an asset today (option 3 in your list) is that at some point in the future, slots may become tradable depending on how the slot system / airport growth elements are enhanced as part of the city-based demand functionality.
Assuming the plan to switch to terminals where players would have their own exclusive slot pool is still on, accounting for slots as an asset will be moot. If a player spends $10 million to expand their terminal and add new available slots, they could depreciate that $10 million over a period of 15 years or whatever (useful life of terminal).
You still would have slots at the destination airport.
Quote from: schro on January 11, 2014, 03:53:18 PM
In my opinion, each of the 3 options above has a number of flaws with it that doesn't jive with "the real world", but we're also trying to compare the AWS world that has some game mechanics that are not in sync with the real world either.
Well, once it has been decided that slot entry fees are recognized as assets, in my opinion the less painful option is number 3.
I assume that routes future revenues alone make (almost) always the fair value of slots higher than their entry fee. So the impairment test should not be a problem.
Sami, I am not reporting it as a bug, but could you please take a look at my balance sheet
Asia Challenge
https://www.airwaysim.com/game/Info/Airline/View/376/135#AirlineInfo
Prepaid expenses in current assets = USD 2 484 375 (weeks 21 and 22).
What does this amount stand for? I understand from the manual that this BS item should only be related to the prepayment of leases. But I have not ordered any aircraft on lease for several months, the only orders I had recently were purchased aircraft (as you can see by the deposits).
Am I missing something?
It's a prepaid lease of aircraft dbid #16322, reg BSH. Delivered already a time ago, so that's probably a leftover from the conversion. Have to check/adjust.
In the airline information page, shouldn't the Company Value meter be labelled as Shareholders' equity?
Owners equity and company value are basically one and the same. This game isn't GAAP compliant
Quote from: swiftus27 on January 16, 2014, 07:02:39 PM
This game isn't GAAP compliant
...and you keep repeating that, and haven't even looked at the latest changes (??).. bah.. :P
Quote from: ArcherII on January 16, 2014, 02:48:06 PM
In the airline information page, shouldn't the Company Value meter be labelled as Shareholders' equity?
Company Value as an expression will be removed in due time, it's visible here and there for some time still..
Quote from: swiftus27 on January 16, 2014, 07:02:39 PM
Owners equity and company value are basically one and the same. This game isn't GAAP compliant
Wow, I feel like asking for the aircraft's falange :laugh:
Quote from: swiftus27 on January 16, 2014, 07:02:39 PM
This game isn't GAAP compliant
This is only true until Sami brings in Deloitte to validate that it's GAAP compliant. Until then we are on our own... :D
uhhh, this is interesting... playing with taxes just got more difficult... hehe
Too bad we don't have "creative accounting" here :P
PS. I like this... in previous games "fiscal paradises" had no advantage over heavily taxated nations, since (with proper planification) nobody payed taxes... now, there's a real incentive for airlines to go over paradises like UAE and it's zero taxes policy...
That seems pretty realistic to me, since IRL major US and Europe based carriers always complain about Emirates being subsidized heavily by their government...
Quote from: swiftus27 on January 16, 2014, 07:02:39 PM
Owners equity and company value are basically one and the same. This game isn't GAAP compliant
Which one UK GAAP LuxGAAP USGAAP IFRS? Valuation méthodes can varies à lot. Here we are in AwsGAAP :-)
I had over 24.5 million prepaid taxes last year. My end of year resulted in tax loss. So I should have a lot of prepaid taxes (paid during the good months) returned this January Game year.
BUT
On tax calculation: taxes returned: 0
How come?
Quote from: rubiohiguey on January 22, 2014, 01:25:08 PM
I had over 24.5 million prepaid taxes last year. My end of year resulted in tax loss. So I should have a lot of prepaid taxes (paid during the good months) returned this January Game year.
BUT
On tax calculation: taxes returned: 0
How come?
I had same question about the message...in the transition to the new accounting system it does not show this info, even though the line items above the tax rebate line show that a refund is due.
Check your Cash Flow and Income Statements for January...you would see a refund was actually given if you were due one
prior to the new accounting kicking in (e.g. you made a large aircraft purchase).
Quote from: BD on January 22, 2014, 03:15:40 PM
I had same question about the message...in the transition to the new accounting system it does not show this info, even though the line items above the tax rebate line show that a refund is due.
Check your Cash Flow and Income Statements for January...you would see a refund was actually given if you were due one prior to the new accounting kicking in (e.g. you made a large aircraft purchase).
Thank you... yes it does indeed show in the Week 52 closing, as taxes returned, under cash flow.
I just wanted to say I love the random world events :) And also that we can see each other's financials. Ticket prices next please!
I like the new staff requirement modelling for small/medium planes - just saved $30m a month in staff costs. Not a big fan of getting my CI cut from 98 to mid-40's by correcting the over-staffing levels though.
Was the CI hit in anyway avoidable, or were the only two choices "take the hit", or "keep the staff"?
VERY advisable to keep the staff, especially if you have planes on order (or if you need to fire, do it in smaller batches). Since your staff numbers did not grow, so your expenses would have remained the same at least. Of course if you wish to get immediate savings, then .....
But the CI will climb quickly anyway..
Quote from: sami on March 02, 2014, 04:49:18 AM
But the CI will climb quickly anyway..
It doesn't between 90 and 100...
Agree with schro on this one. firing teammates is rarely the way to go. the CI penalty far exceeds the benefit in sacking your least favorite pilots. better to grow into the excess...
Maybe a 1 time CI penalty free staff reset is in order on this one?
Quote from: dmoose42 on March 02, 2014, 05:19:16 AM
Agree with schro on this one. firing teammates is rarely the way to go. the CI penalty far exceeds the benefit in sacking your least favorite pilots. better to grow into the excess...
It would have taken a fair while to grow into the excess staff. High Level management was heaps over, for example.
I didn't think it'd cost me 50 CI points, that's for sure. 30 million a month isn't to be sneezed at though - there's not too many players running airlines in which 30 million a month wouldn't be missed......
+1 to a one off staff reset idea, or a "CI reimbursement".
I still don't know why there is this CI drop thing anyways and why it can be so hard to go down more than 100 CI points. If an airline fires people in real life nobody cares and if somebody cares, that stops usually outside of the family members or at least at the borders of the country. Honestly I would not even know where to inform myself if an airline in Argentina or a US regional airline dropped staff.
What I care about is if an airline has new aircraft - but that's a thing PAX in AirwaySim don't care much about. They seem to care more about the people that were laid off to save the company but be fine flying in a 20+ year old Soviet prop with 50% condition.
Quote from: CUR$E on March 02, 2014, 12:05:48 PM
If an airline fires people in real life nobody cares
Tell that to the 5000 Qantas staff that just got the axe and the communities in which they were based, have now lost their airservices and livelihoods.
Yeah I really don't care about Qantas, it's like 20.000km away. Without your post I would not have heard about this. So, what would their CI loss to me? Before your post it was 0 CI loss and now I know? Yeah, 0 CI loss.
Quote from: jneil121 on March 02, 2014, 02:14:51 PM
Tell that to the 5000 Qantas staff that just got the axe and the communities in which they were based, have now lost their airservices and livelihoods.
Yes, that would have a tremendous morale hit. IRL that might not be as direct a hit on the "Brand" as such, but there is good rationale to say that service level may take a corresponding hit, which in turn affects the company image. AWS chooses to roll all the effects into a CI hit...that seems reasonable in absence of better suggestions.
Would have liked a one time reprieve on this with an ongoing game, but since we all are hit with it, it doesn't seem unfair or overly burdensome in general, though I could imagine there might be a few individual cases where this would be a problem.
Quote from: BD on March 02, 2014, 04:53:58 PM
Would have liked a one time reprieve on this with an ongoing game, but since we all are hit with it, it doesn't seem unfair or overly burdensome in general, though I could imagine there might be a few individual cases where this would be a problem.
I agree - not normally an issue. In this specific instance, the only reason I've posted is because of the timing. I've just moved into a new base, and the resultant CI hit has caused a big drop in LF's in my other bases, resulting in a fairly drastic downturn in my income, which in turn is slowing down my rate of progression.
As it doesn't look likely that I'm going to get my CI reset, I've ramped up the advertising (yet another drain on resources) to compensate, but it's going to take a few game months. C'est la vie, I guess!
You guys are looking at this the wrong way. Staff requirements were X and now they are <X. You aren't losing anything by keeping staff levels at X. The fact required staff levels are <X is a gift. Just let the excess staff sit there until you grow into it and then you will realize the savings.
Quote from: LemonButt on March 03, 2014, 12:43:40 PM
You guys are looking at this the wrong way. Staff requirements were X and now they are <X. You aren't losing anything by keeping staff levels at X. The fact required staff levels are <X is a gift. Just let the excess staff sit there until you grow into it and then you will realize the savings.
Not so simple when you have to fight every week to have a positive income. Resetting the employment level to the requirement, for example, make my finances from loosing (few) money every week to learn (still few) something. I know that there are other areas to change to learn more money but when you are small an from a small airport/city, every bit is important.
Quote from: Sami
Starting capital for new airlines is now more dynamic.
It already previously has been tied to the inflation and also to the game progress. Meaning that the starting capital has increased over time and the later you join, the more money you get proportionally.
This calculation has been now changed further to support new players. The effect of game's progress vs. start money is higher than before, and it takes also now into account the size of airport you choose as your HQ airport.
Practical example: in 1952 in Game World #4 the start up money was $1 200 000. In 1972 the player joining would have $1 970 000 due inflation and game progress (old calculation). With this change however the player will get this money if he joins at the smallest possible airport (size class 1). If he picks a larger airport the sum is higher, in this case in class 5 airport it would be $5 000 000. Or if he joins in year 2000 (= 50 years into the game) and picks a class 5 airport the starting money is $31 000 000 (without this change it would have been about $11mil).
Will the BK thresholds change to match or will they stay the same?
Not sure if they changed since this post (with my humble search capability)...
Quote from: Sami - 2009 post
Conditions are: negative financial result for last 30 days, more than -5mil cash OR airline value less than -5 mil..
https://www.airwaysim.com/forum/index.php/topic,4298.msg18325.html#msg18325
They ought to change with the era too, though I'm not sure the thresholds are that dynamic (e.g. follow inflation). Does anyone know?
All costs and sums follow always inflation
Quote from: Luperco on March 04, 2014, 09:34:40 AM
Not so simple when you have to fight every week to have a positive income. Resetting the employment level to the requirement, for example, make my finances from loosing (few) money every week to learn (still few) something. I know that there are other areas to change to learn more money but when you are small an from a small airport/city, every bit is important.
Yes, I know. I am the 7xCRJ airline sami mentioned. The cost of cutting the staff far outweighs the cost of paying them each week IMO. The next few aircraft will be "free" for office staff. I am currently paying $50k/week more for the extra staff, which is 2.5% of my weekly revenue. If I cut the staff, my CI will take a hit and morale will drop costing me much more than $50k/week.
I've cut the employment level to the default, saving 90K per week. I don't know why there was all that exceeded personnel, maybe it is due to the recent changes. Anyway my CI dropped by 5 points with no observable impact on load factor or weekly income. After 2 month of game time the CI has regained almost all the loosen points.
Only thing I've done is to try to minimize the loss of morale on the most affected categories by raising the wage a bit.
Quote from: sami on March 04, 2014, 03:50:10 PM
All costs and sums follow always inflation
I think that answers the base case, but if I "read between the lines" there is no change from the base case for BK threshold triggers for new airlines later in the game.
That is, if they start at a size=5 airport and get 2.8x the starting funds, their BK threshold does NOT go up 2.8x the base case, but stay at 1.0x, if I understand this correctly.
Quote from: LemonButt on March 04, 2014, 03:55:04 PM
Yes, I know. I am the 7xCRJ airline sami mentioned. The cost of cutting the staff far outweighs the cost of paying them each week IMO. The next few aircraft will be "free" for office staff. I am currently paying $50k/week more for the extra staff, which is 2.5% of my weekly revenue. If I cut the staff, my CI will take a hit and morale will drop costing me much more than $50k/week.
LB, good analysis. Prompted me to check mine out...
In my scenario, the weekly staff cost reduced by $1.7M, but comparing the five weeks before the layoffs and the five weeks after, revenue is off an average of $575K. CI went from 90 to 69.7. Net +$1.125M/week is not bad. And, in two months, CI is up to 77, without changing marketing expenditure.
The CI hit may differ in amount (anecdotally, some in my alliance have taken a larger numeric drop than I have) and, depending on original position, percentage drop in CI may be greater even if the numerical drop were the same. I'm not exactly sure how CI works in allocation of demand, but a higher percentage drop in CI might yield a higher percentage reduction in revenue. If true, this would favor airlines with high starting CI.
Another factor may be the amount of competition the airline faces. Those who dominate their HQ airport (and Bases) may have a lower impact vs those who share an airport for their HQs.
So, yes, while we are all in the same boat, it seems some of us will get impacted more than others.
Would be interesting to hear if anyone did incremental reductions as recommended by Sami and what their results were.
Quote from: CUR$E on March 02, 2014, 12:05:48 PM
I still don't know why there is this CI drop thing anyways and why it can be so hard to go down more than 100 CI points. If an airline fires people in real life nobody cares and if somebody cares, that stops usually outside of the family members or at least at the borders of the country. Honestly I would not even know where to inform myself if an airline in Argentina or a US regional airline dropped staff.
What I care about is if an airline has new aircraft - but that's a thing PAX in AirwaySim don't care much about. They seem to care more about the people that were laid off to save the company but be fine flying in a 20+ year old Soviet prop with 50% condition.
I think you are off base on this one and CI hit is more than appropriate until the dust settles. Mere contract negotiations have brought airlines to their knees as pilots, mechanics...work to the exact rules in their contract...let alone when they start firing people. For two example of each, pre-merger United's Summer of Hell (2000) comes to mind when the pilots flew to the rule of the contracts; UNited couldn't actually fly the schedule with pilots refusing OT and planes for the slightest maintenance issue and pax suffered; deserted in droves and now fondly refer to it as Summer of Hell. There are numerous reports now as the Continental version of United lays off all its out station ground staff and outsources their jobs of pure hell flying to stations like Toronto where its taking hours to get bags and planes turned around as the soon to be out of job ground staff gives the Continental management a collective middle finger. While pax may not initially care, a few instances like these and quite understandable why CI takes a big hit with layoffs. If Continenal United was in this game, their CI would be lucky to be at about a 20 at this point ;)
I think I actually like the new design and the new possibilities. The quotes for example are much nicer. Can't wait to explore it more.
Still some suggestions:
1) It's a bit brighter than the old one, so I'm gently asking if there is some kind of "dark version"? Maybe even for the game itself. It's better for the eyes when you play and surf at night. ;)
2) Replace "[applaud]" and "[smite]" with thumb up/down or smileys.
karma feature is forum's default, but yea, those don't look very nice.
I like the concept of the Karma system of course. Is it just optical or do stars appear or whatever for high Karma and devil's faces for bad Karma?;) Maybe attach Karma to Credit purchase prices haha... I'd be poor soon. :(
I'm also not able to see achievements of other players. I tried this for example with schro, who must have some nice achievements, but they don't show up: https://www.airwaysim.com/forum/index.php?action=profile;u=25157
Of course I can see the achievements of my own account when I click it.
Achievements are visible in the profile pages linked by game pages;ie. www.airwaysim.com/Profile/?u=25157
but will add a link from that page (forum profile page) too later.
edit: karma is disabled for now; doesn't look nice, will find some alternative system to it.
In the new forum, we have karma, [applaud] and [smite]. Do they serve important roles? And what are the roles?
Thanks
Quote from: Mr.HP on March 12, 2014, 02:53:35 PM
In the new forum, we have karma, [applaud] and [smite]. Do they serve important roles? And what are the roles?
Thanks
It's just a reputation system. If someone is helpful, you give them a +applaud and if they are trolls you give them a +smite.
The new forum is nice.
Anyway it still is lacking of "prev topic" and "next topic" button.
After reading thread, it is needed to go back to the thread list to read the other topics. Not a big deal, but annoying. Maybe it can be configured to have the two button?
Furthermore I cannot see where to vote for a topic.
Quote from: LemonButt on March 12, 2014, 03:23:29 PM
It's just a reputation system. If someone is helpful, you give them a +applaud and if they are trolls you give them a +smite.
It got removed. Not an important feature, I guess?
Does the new random events thing also include crashes or other actions that might require players to up their insurance? Not in euroworld but would be nice to know :P
No, it includes general emergiencies (ie. "an aircraft collided with a fuel truck -> airport closed for few hours, expect delays") but the player-generated emergencies (so to say) are a different thing.
IMO shutting down air travel in an entire continent for 5 days for a volcano eruption is too extreme. The only place this could ever happen is Europe. Russia alone is so disgustingly huge that you couldn't even shutdown Russia with a volcano, much less all of Asia. Australia might be the only other continent it could happen because it is smaller.
If you are looking to shutdown entire continents with random events, a 9/11 type terrorist attack would do it for 2 days, but 5 days? That could drive a newly created airline to bankruptcy pretty easily if they are stuck paying for staff/leases/etc. and realizing zero revenue.
@ LemonButt
How about you wait a bit before you turn down a feature you don't know yet in general and detail?
If a huge vulcaon like the Yellowstone one would break out the whole US would be shut down for much longer. Not just because there is ashes everywhere but also because the air space is needed for emergency flights and many civilians in pilot positions etc. would be called to National Guard or Reservists or whatever.
And even if some thing might look a bit unrealistic at first, it's intended to add immersion to the game! You want realism? Stop playing your CRJ airlines because in real world they don't work, they BK and put many hard working people in unemployment. However, AWS is about fun and an experience, so your CRJ airlines work as well as some events that maybe need a bit of imagination.
Also none of the events is gamebreaking. If an airline fails due to such an event (and, to be honest, I don't think think the one that sami named is the worst one) it was a very ill airline before, barely kept alive by day to day business.
Also if a very new airline is affected people can start over if they want. It's what happens in real life... you have a good business idea and two days after a fire destroys your whole business and you are done. However, don't be so negative. The huge negative events won't fire week for week, I guess sami has implemented them in a style where they may trigger 1-3 times in a _long time gameworld_ and of course less in the shorter ones.
There are also many positive events, some of them increasing pax demand noticable (up to 40% or so I guess?) for weeks!
And at the end, don't forget, features like this are always a bit unbalanced at first. Constructive feedback is what is needed and that, of course, can only be given after people have made several experiences with a feature.
I'm not in Euroworld and can't see the results and the announcement made it sounds as if every event was negative (which we now know they are not). My comments were that 5 days is unrealistic for shutting down an entire continent, at least for continents that aren't Europe.
You have inside knowledge as to what exactly the events are since it sounds like most came from your input. The rest of us are flying blind right now.
Quote from: CUR$E on April 01, 2014, 02:51:51 PM
caon like the Yellowstone one would break out the whole US would be shut down for much longer. Not just because there is ashes everywhere but also because the air space is needed for emergency flights and many civilians in pilot positions etc. would be called to National Guard or Reservists or whatever.
Mt Saint Helens erupted in 1980 in the US in Washington State and was the largest eruption in 100 years. It only covered 11 states in the US, had a negligible effect on Canada, and didn't even touch the rest of the North American countries: http://en.wikipedia.org/wiki/1980_eruption_of_Mount_St._Helens#Aftermath I'm not pulling these facts out of my butt--shutting down all of North America for even a single day would require way more than a volcano eruption.
Quote
And even if some thing might look a bit unrealistic at first, it's intended to add immersion to the game! You want realism? Stop playing your CRJ airlines because in real world they don't work, they BK and put many hard working people in unemployment. However, AWS is about fun and an experience, so your CRJ airlines work as well as some events that maybe need a bit of imagination.
Yes, we want realism but shutting down North America or Asia for 5 days is not realism. I think you're taking my comment to the extreme as I have no problem with random events that are negative, but shutting down a continent for 5 days, to my knowledge, has never happened in the history of air travel with the one isolated case of Europe and the Iceland volcano, but even then it only shut down parts of Europe and not the entire continent.
P.S. CRJ airlines are realistic--that's why they exist IRL. And this is only the second time ever I've ever tried to run a CRJ airline so I'm not a habitual CRJ airline builder.
QuoteHowever, don't be so negative. The huge negative events won't fire week for week, I guess sami has implemented them in a style where they may trigger 1-3 times in a _long time gameworld_ and of course less in the shorter ones.
As I stated, we're all flying blind here except for you because the details are sparse right now. This is a simulation--not an arcade game, so sorry if I have negative feelings towards a completely unrealistic event with seemingly too extreme consequences at first blush. If an entire continent can be shutdown for 5 days, I'm assuming there are other events that can shut it down for 1 to 4 days.
It's not unrealistic, it's not gamebreaking.
You can't compare historical events with random events. A volcano eruption not on one end of the US (Washington State) but more in the middle or a different time of the year and therefore different air streams or whatever may change the whole picture. You just say it yourself: One event in the history of game travel. That's 70 years. So 1-3 of these events during a longtime gameworld (that lasts longer than the 70 years) are absolutely ok.
Yes, you fly blind there. Welcome to the real world, to the full realism. You know so many things in AirwaySim - you know what aircraft will be released and what those aircraft can (because you have my Excel spreadsheet!), you know the airports that will be in service and when and you know how demand will change.
Now there's something people can't predict. Nobody (including me) can tell what event will be fired when and where. And nobody except sami does exactly know what the events do (he altered some of the values and of course I don't tell anything, neither here nor somewhere else). That's actually awesome! The first time in AWS you have to face something you can't control absolutely.
I just can promise you those things:
No healthy airline will get in trouble due to the events.
No badly managed airline will BK just due to the events.
Positive events give airlines the chance to get some extra profit to make it possible to recover the airline from a bad state.
Quote from: LemonButt on April 01, 2014, 03:14:32 PM
I'm not in Euroworld and can't see the results and the announcement made it sounds as if every event was negative (which we now know they are not). My comments were that 5 days is unrealistic for shutting down an entire continent, at least for continents that aren't Europe.
You have inside knowledge as to what exactly the events are since it sounds like most came from your input. The rest of us are flying blind right now.
Mt Saint Helens erupted in 1980 in the US in Washington State and was the largest eruption in 100 years. It only covered 11 states in the US, had a negligible effect on Canada, and didn't even touch the rest of the North American countries: http://en.wikipedia.org/wiki/1980_eruption_of_Mount_St._Helens#Aftermath I'm not pulling these facts out of my butt--shutting down all of North America for even a single day would require way more than a volcano eruption.
Yes, we want realism but shutting down North America or Asia for 5 days is not realism. I think you're taking my comment to the extreme as I have no problem with random events that are negative, but shutting down a continent for 5 days, to my knowledge, has never happened in the history of air travel with the one isolated case of Europe and the Iceland volcano, but even then it only shut down parts of Europe and not the entire continent.
P.S. CRJ airlines are realistic--that's why they exist IRL. And this is only the second time ever I've ever tried to run a CRJ airline so I'm not a habitual CRJ airline builder.
As I stated, we're all flying blind here except for you because the details are sparse right now. This is a simulation--not an arcade game, so sorry if I have negative feelings towards a completely unrealistic event with seemingly too extreme consequences at first blush. If an entire continent can be shutdown for 5 days, I'm assuming there are other events that can shut it down for 1 to 4 days.
You have absolutely no clue why CRJ airlines exist in real life, they don't work. Not from an airline management perspective. Yes, they fly but do you really think your cheap Y fare pays off the costs for those? nah
Quote from: [SC] - King Kong on April 01, 2014, 04:23:15 PM
You have absolutely no clue why CRJ airlines exist in real life, they don't work. Not from an airline management perspective. Yes, they fly but do you really think your cheap Y fare pays off the costs for those? nah
I can make outrageous claims stating you have no idea how something works with absolutely no basis also. I know most CRJ carriers are contract/fixed fee carriers for the mainline operators and feed the hub/spoke model. I believe all of Delta's CRJ fleet (and many for other carriers) has business class and isn't in an all-Y config (nor are mine in the game). Let's not turn this into a CRJ thread :)
The amounts of Skype-Messages I received about the birdflew shows me it brings lots of fun to EuroChallenge. :) Oversupply + low cash reserves = bad idea.
I see in the attachment in Sami's latest post in the other thread that the "event demand" is higher. Does this mean it's possible for events to not shut down everything but to create a temporary spike in demand (i.e. Olympics)?
yes
Quote from: tvdan1043 on May 12, 2014, 06:12:35 PM
I see in the attachment in Sami's latest post in the other thread that the "event demand" is higher. Does this mean it's possible for events to not shut down everything but to create a temporary spike in demand (i.e. Olympics)?
One I have seen so far is railway strike, which causes passengers to go to our companies instead
QuoteGame status bar has now a balloon for count of unread messages in the alliance forum. The Dashboard alliance forum view will be removed (to save space and due some formatting issues). [pictured below]
:-(
This bugs me nearly enough to open a bug report for stating it is about to happen. If the feature request forum wasn't locked, I would wager money that multiple requests for its return will be clamored for (as that happened last time it was marginalized).
Quote* Route planning page has the option to show only your flights, vs. all flights on this route pair.
Can you also make it show routes that have no slots and not scheduled? I will create groups of routes now that I can buy slots later, but have to keep checking back and forth to ensure I have enough spacing because they won't show up on route planning (creating multiple routes to the same destination without buying slots immediately).
Quote from: schro on May 13, 2014, 08:12:41 PM
:-(
This bugs me nearly enough to open a bug report for stating it is about to happen. If the feature request forum wasn't locked, I would wager money that multiple requests for its return will be clamored for (as that happened last time it was marginalized).
Only the feed went away. All those messages are just a click away by going to the forum and the number bubble lets you know how many new messages there are. It's not that big of a change IMO.
Oh, I see how it is, Sami. Use a screen shot of PacAir with a staff strike! You could have picked the GW 3 dashboard showing $500bn in cash and 90% load factors! ::) ;D
Sami,
New feature of adjusting route prices on the route management page is GREAT!! Good Job!
Thank you Thank you Thank you ;D ;D ;D
Jump to page... great feature!
But it can be even better if "Number of aircraft per page at Scheduling page" has 14 and 21 as an option.
LA
Problem with the revamped Manage Routes page: The "select all" box is gone. :'(
Quote from: tvdan1043 on June 03, 2014, 02:20:22 AM
Problem with the revamped Manage Routes page: The "select all" box is gone. :'(
Okay, this one's weird. It shows up on my wide-screen monitor but when I drag it to my other monitor, it disappears. It has something to do with how the scaling is handled. Two screen shots attached.
Regarding expanded aircraft page, definitely very helpful.
Couple of potential enhancements for that page:
- add another category: upcoming aircraft deliveries (new and used subcategories or combined)
- this one may be tricky, but as far as aircraft with losses, it would be great to exclude aircraft that is in C or D check, to see only aircraft that is losing money because of the routes it is flying
- "Aircraft with most revenue" heading is not the most fitting. Ticket sales are revenue. It is not exactly profit (since it does not include other costs). Maybe someone can suggest a slightly better title
the jump to page on the routes page has been extremely helpful, thank you. Keep up the new features, they are helping!
Price management update is really good and much needed. Could we also have a selection tick boxes on manage routes - destination view screen? That way we could select multiple destinations (groups of flights) and apply price change to all of them simultaneously - that would save a lot of hassle again.
On Dashboard -> Aircraft News:
it would be useful to swap the columns, to have aircraft orders on the left (since they have more activity) and new aircraft launches on the right. This way, on mobile devices with narrow screen, where the columns are above each other, Aircraft Orders would be on top.
MY TWO CENTS
On price management. Under ROUTES - Route Management:
- if I press "Manage prices" what I get is the default price
- if I press "Route research" I will get supply and demand; if I then open a second window with "price management", I will get the current price. To get the default price, I need to open a third window by clicking on the route and press default to know. And to get the route image, I need to open a fourth window.
So say I want to fine-tune prices. I need 4 variables to make a decision:
- Supply vs demand
- Current price
- Default price
- Route image
SUGGESTION A
Ideally, if one opens "Route research", the
(1) Route image --both ways-- should be shown next to Airport Slots;
(2) "Price management" should open on the same window, above supply vs demand (called "Estimated daily passenger demand"), like a drop down menu,
(3) "Price management" should show current price --it already does, no changes here-- and "Route pricing - Update route" should show default price.
SUGGESTION B
Ideally, if one opens "Manage prices", the current price is shown. This is maybe not possible to code, as prices can be very different depending on the hours departure-arrival, so perhaps an average?
THE GOAL
Quick-tactical price increase/decrease: use "Manage prices".
Long-term-strategic price increase/decrease: use "Route research".
LA
Whatever you just tweaked, Sami, I have noticed that closing routes no longer locks up the entire site for 10-30 seconds, it's now instant. :o
On the subject of suggestions on route management I think it would be very helpful to add an additional piece of information to the destination view screen. It would be good if it showed you the total profit/loss of routes to the destination for the last day/7 days. At the moment it shows profit per flight and does give the number of routes but its not always easy to calculate in cases of maintenance or routes that don't fly the full week.
I like the new fuel prediction thing. I'm curious if it's actually useful. Thanks sami!
After a while the new feature seems to be not very useful right now.
The staff predicts basically totally random up and down - extreme increases that were announced as well as extreme decreases haven't occured. After speaking to some other players we all came to the same conclusion:
As it is right now it's as good or bad or useless as it was before. It's still gambling.
To finally make this feature useful the staff should accuratelly tell if the fuel increases the next 12-24 month or if it decreases.
Right now it's "The fuel increases! Or decreases! Or it stays the same!"
Two screenshots showing the extremes in GW#4 the last years. Funny thing is - the fuel price was relatively constant at about $145. Predictions, both from my own airline:
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPV6Gfeb.jpg&hash=502a99172e3c5afbe1c3cfdd7bcb1dfb042ca49d)
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fbm653RS.jpg&hash=2a8493a29445fe3562396ee1cf3a4e72d6e3ccf4)
Actual fuel development:
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGkGgyzp.jpg&hash=0348581cb52dbefb690635a182ba8a87039d7b16)
The extremes aren't supposed to happen because they are extremes. Think of it as a price channel, not a prediction of what will happen. Statistically, it is a similar concept to Bollinger Bands except forward looking.
Just take a look at the screenshots and compare it with the result. Nobody expects the fuel price to exactly hit the high or low line, however, it should orient way more and the predictions of the staff should not change each week massively! Both screenshots weren't taken too far apart from each other and the staff predicts totally different results.
The predictions were also totally useless - and I don't need useless predictions.
It's simply not the useful feature sami has announced.
I was curious so I whipped out Photoshop and did the best I could to overlay the graphs. It is important to note in your screenshots that the graph scale changes constantly, so you cannot compare the 3 graphs until you put them on the same scale. Thus, the attached graph uses eyeballed min/max values to overlay the lines. It appears the predictions are probably more accurate than we both thought. The first prediction resulted in the fuel price riding the low scenario, the second the high scenario, with the third TBD.
(edit: the colors are terrible because of the stupid 200kb upload limit so I saved in as gif)
Your graphic actually shows that
1) it's not a longterm (that is, in my idea, several month up to several years in this context) as sami announced in the feature announcement
2) adds nothing actually useful to the game (because staff changes their mind on a weekly basis from "fuel will skyrock and we will all BK" to "fuel will be basically free and we will earn money for burning it")
Conclusion: The system must be changed to be longer lasting accurate and actually predicting if the fuel price will increase or decrease the next 24 month. I'm ok with very very few failures in this (wrong predictions), however, those must be then visible for all airlines so nobody knows the truth.
Quote from: CUR$E on June 19, 2014, 01:00:14 PM
Conclusion: The system must be changed to be longer lasting accurate and actually predicting if the fuel price will increase or decrease the next 24 month. I'm ok with very very few failures in this (wrong predictions), however, those must be then visible for all airlines so nobody knows the truth.
You can only hedge for 12 months, so who cares what it will be in 24?
"Very very few failures" is ridiculous. The brightest minds on Wall Street can't even tell you where interest rates will be in 3 months with an 80%+ confidence rate, much less fuel prices in 24.
Your accuracy is only 80% based on staff morale etc. That's not even close to statistical significance to say fuel prices will do x. The system doesn't have to be changed at all--you're just using it wrong. It goes back to the fact that the purpose of hedging is not to beat the market, but to mitigate risk and remove uncertainty. If you want a guarantee, hedge your fuel for 12 months and you'll know exactly what you're paying.
I am going with LemonButt here. I think it is a useful guide. It gives 2 useful pieces of information:
- short term, 1 week, is it more likely to go up or down (just by looking at the slopes of the lines)
- long term, 1 year, is the trend up or down? (take the end points, find the mid point between them, and see if it is above or below the current price.
combining these 2 pieces info, it may not necessarily tell you when to hedge, but it gives you some idea when not to hedge
Then the whole new system is useless. Why would I need people that tell me fuel can go up, down or stay the same - all at the same time? That's basically what I know myself.
And no, it doesn't tell you a trend. That's why I posted three images and you can see it on LemonButts graphic, too. It stayed on the same level even predictions were "fuel will skyrock and we will all BK" to "fuel will be basically free and we will earn money for burning it")
At the moment it appears to be totally random in what is displayed and what actually is going to happen.
Edit:
Another example: End of March 1976 all displayed a HUGE increase. However, since then the fuel stayed the same level, had a very small increase over time and now dropped nearly to the level it was end of March - and that all in less than two month.
Also, there is no greater accuracy than ~82,9%. Staff morale is 100% and sami said that's around the maximum possible. Please read also sami's announcement again before you answer:
https://www.airwaysim.com/forum/index.php/topic,26356.msg311295.html#msg311295
Especially what he described in "example 1" turned out not to work SEVERAL times in real live GameWorld#4 environment.
Edit 2:
This is also the feature feedback thread. It's really not helpful if you defend a feature that is useless and maybe not working as intended. Again, nobody needs a fuel prediction that tells you the same things you, your neighbour or even your great-grandfather could have told you ("price may increase, decrease or stay the same.").
Posting here if since we don't have the Feature Request forum open:
Along the lines with the projections, it would be nice to have a CI projection. Based on the level of spending, where the CI will likely end up (I guess taking average delays into considerations, number of airports).
Also, it would be nice to have the amount needed to be spent on marketing to achieve certain level of desired CI.
Sami, you mentioned that the new base structure might be rolled out to ongoing games as well. Could you please do this? Game world 1 and 2 have very few players now, and people feel that they can't do much more. There are so many opportunities in these game worlds that can't be used because of the base and aircraft limits. Please?
Quote from: JumboShrimp on June 20, 2014, 11:58:44 PM
Posting here if since we don't have the Feature Request forum open:
Along the lines with the projections, it would be nice to have a CI projection. Based on the level of spending, where the CI will likely end up (I guess taking average delays into considerations, number of airports).
Also, it would be nice to have the amount needed to be spent on marketing to achieve certain level of desired CI.
I would take this a step further and have a "Strategic Plan" page where, as the CEO, you can set your plan for CI targets, LF targets, fleet planning, profitability, etc. and then you can compare where you're at to where you want to be.
I do have plans for the new bases in other games too but it requires some test runs to make sure the existing airlines do not suffer from that, (have been hugely busy lately)...
Quote from: LemonButt on June 24, 2014, 04:03:16 PM"Strategic Plan" page where, as the CEO, you can set your plan for CI targets, LF targets, fleet planning, profitability, etc. and then you can compare where you're at to where you want to be.
LB, as usual, another good idea from you.
And where would this be set-up? And should it be public info? Or maybe the player as a choice of making it public? And perhaps if it is public info, then credits can be earned by the airlines that meet those (long-term) objectives? Also, maybe some of the info that is not public can be made public on a random basis -it happens in real life, industrial spying, breach of information, etc.
As the present Dashboard page is rather "weak", maybe this is the right place to set-up the "Strategic Plan"? And then link it to Airline Information page so others can see it?
Some ideas for goals vs. results:
- Image
- Load
- Profit margin (before tax please!)
- Airports served
- Countries served (new!)
- Fleet size
- Value
But then, it would be nice to compare it to peers. So maybe four columns: GOAL -- RESULT -- DIFFERENCE -- COMPETITOR -- DIFFERENCE TO COMPETITOR
Sami, maybe something for the next long north European winter...
LA
Quote from: sami on June 24, 2014, 07:45:01 PM
I do have plans for the new bases in other games too but it requires some test runs to make sure the existing airlines do not suffer from that, (have been hugely busy lately)...
Is there some kind of release date for GW#4? Just so we could prepare for things.
600 aircraft and 9 bases limit or do you want to change it?
Hello sami,
after you included COMAC C919 in one of the last updates and you said you'll include for example 777-8X and 777-9X, are you going to include the A330-800Neo and A330-900Neo, too?
They would be absolutely vital for GameWorld#3. If you need data for them I guess people would help you to make it possible!
Yes, if there is enough data, haven't looked
Will the Irkut MC-21 family be added?
I think it's awesome that more prototype models are being added. It would be great if the various MD-95/B717 planned models were added too, to make that family a more viable option. We have the nice opportunity to change aviation history a little bit in this game.
I would like the MC-21/YAK 242 to be added as well.
Looks like it could be a winner.
Sami, given the new 'range' of prices that new aircraft can have that is more demand based - is it useful to display what the 'baseline' price would be without that adjustment? Just so players can know what kind of deal they are getting.
a little thought(gw2)... the new dynamic plane system will hurt the airline that is behind in current game world. as they didn't have the cash to order before the implement of this system will makes it harder for them to grab decent aircraft. on the other hand the current order of popular aircraft would give everyone high 5 as they have already placed so much aircraft in the "discounted" price, and they can certainly order more since now the lessor player cannot order as much as they can.
Earlier today I paid 60 million for A320-200 in GW#4, now I'm paying 52 million. Does it really change that fast?
Quote from: Monica on September 11, 2014, 12:33:49 AM
Earlier today I paid 60 million for A320-200 in GW#4, now I'm paying 52 million. Does it really change that fast?
New plane prices are out of control since the update 3 days ago. Sami is in denial and doesn't seem to think it's a problem. See my rejected bug from earlier today.
The alignment between new and used needs to be fixed as the acceptable used range is based on the old valuations and the new plane prices are based on the wacky new Sami-heuristic
I would suggest that with the introduction of the plane pricing dynamics that it would be prudent to raise the Fleet types from 3 to 4 or 5 before the Commonality penalty kicks in.
Why?
- obviously Sami would like us to use a wider variety of planes....good idea
- however due to the 4th fleet penalty, many of us will be forced to keep buying the A320 or B737 range as a price increase can be outweighed by not incurring the fleet penalty
- this was an in-game change so most players will have already committed to their fleet types
e.g. the Tupolev 204 now looks good compared to a A320-200 as it is 25%-35% of the Capex so it likely to well and truly make up for the additional Opex
PS - ooops it has already been mentioned by Schro in his bug report posts
Quote from: dmoose42 on September 11, 2014, 01:29:14 AM
The alignment between new and used needs to be fixed as the acceptable used range is based on the old valuations and the new plane prices are based on the wacky new Sami-heuristic
There's nothing wrong in the used aircraft price advisor in my mind. Checked some moments ago on a 0-hour B707 in GW2 and it gave a range of about 9.5-13mil while new plane was sold for 12.5mil. GW4: A320-100 for new at 49mil and used a/c advisor rates 0-hour plane as 40-53mil. (these should be the values that are "true", ie. without the effect your staff's possible ineffectiveness which causes the margins to widen / less exact)
(and it appears that the dynamic pricing was not working properly before the update, while it should have been (should have been active like that all along, this is NOT a new feature!). So that explains the couple sudden jumps on some plane's prices, and I've evened out those just a bit for now and should be "smooth" from now on)
Sami, The way you describe the facts makes it seem ok - if you see my example in the bug forum - the same 707 example new was 15 million earlier which was clearly outside the range.
I got this message when setting up routes at LGA in GW#3:
ERROR
The following errors were found:
The slots at KLGA cannot be acquired since you have exceeded the temporary slot acquisition quota for this airport.
The changes have not been saved. Please try again.
I've not seen this before and I've been playing for more than 2 years now. Is this a new feature?
----------------------------------------------
And another question.. with the dynamic pricing, will new aircraft models that aren't popular be lowered in price if they don't pick up customers? It could be useful for example having something like this in the news feed to generate sales:
"Boeing has lowered the base price of their 717-200 model by 15% from today as sales have been slower than expected".
People are too stuck on the 737/A320 mindset.
I'd also love to see the MD-90 join the MD-80 fleet, as it's basically an MD-88 (same plane, same cockpit, same systems) with IAE engines. It would make it much more viable. An A320-200 with IAE engines instead of CFM engines is still an A320-200. The Boeing 717 additonal planned/prototypes should also join the game (in the B717 fleet), making the 717 much more interesting. The reason they weren't built in the real world was because of lack of interest. But we're making alternative aviation history here.
Ok I'll stop now.. just a big pet peeve of mine.
Quote from: Andre on September 11, 2014, 01:35:04 PM
The slots at KLGA cannot be acquired since you have exceeded the temporary slot acquisition quota for this airport.
This feature has been present for 6 months or so. It goes away in a few game days (or something that way, can't remember the specifics but details at the v.1.3 announcements thread).
Quote
will new aircraft models that aren't popular be lowered in price if they don't pick up customers?
It could be useful for example having something like this in the news feed to generate sales:
Yes, of course. up to 30-40% discount for medium/large planes. (+ any order specfic discounts on top of that)
News would be useful but it's a bit hard since the price changes do happen gradually over a long time.
Sami, could the news item be triggered when the price goes below a certain threshold of the base amount for example, if the current price drops 20% below the standard price. I'm sure you are already tracking the base aircraft price and then the adjusted price so it would be more of a cumulative price differential measure than anything else. And perhaps it only runs once a month.
Thoughts?
The new system sucks:
GW#4: The DC-10-30ER was priced up to $75 Millions. Then no or nearly no orders where placed.
Price sank due to the new dynamic system to $~61 Millions per unit.
I therefor ordered 42x DC-10-30ER.
Now, half a real day later, the price is $75.4 Millions.
There are still just a few orders (I suspect the ones that were placed before my order) and my order is by far the largest and the only new big one. And still prices went through the roof.
I operate about 25% of total DC-10-30(ER) in GW#4 and I'm and I was in the past an extremely huge customer for Douglas and McDonnell Douglas and now they jump around with prices? This is unrealistic and no real manufacturer would treat a customer this bad. Even factory workers in Red China are treated better.
And why was the price of the A320-200 in GW#4 reduced? The line is sold out for the next decade but of course first idea of Airbus is to reduce prices?
This is not dynamic, this is totally random. You go to bed and you can't plan with aircraft prices anymore. Tomorrow an aircraft may cost 60 Millions, tomorrow it may cost 75 Millions, maybe it cost the day after tomorrow 30 Millions or 200 Millions. Nobody knows, especially due to the fact there is no manufacturer price shown that is the standard price without any price games.
GW3 - 767-300. New price is 169m, min/max alliance price is 114-171m. That's on the high side of what i'd expect it should be. Before you nerfed the prices in the game world by 15%, the party had gone out of bounds.
Quote* MD-90 and B717 fleet groups have been combined (since B717 was basically MD-95). (Pros: Fleet commonality etc. Cons: B717 turnaround is now 40 mins (fleet group wide setting).)
* Data for these models is also checked, changes in rwy requirements.
* Added McDonnell Douglas MD-90-50 (even longer range variant from the -90-30ER) and MD-90-55 (-50 with extra exits for more capacity), these are both prototype models. (note: MD-95 prototype variants to be added later, as well as more DC-9 range options)
* Changes are effective in any new games, and implemented also to current GW2.
Can we get some basic specs on the 90-50 and 90-55 for planning purposes?
(https://www.airwaysim.com/forum/proxy.php?request=http%3A%2F%2Fplausibletech.com%2Fslowclap.gif&hash=bbb9966497f95627aaab18e49daccaaf86fbf6e2)
Can you consider to add the 717 and MD-90 changes to GW#4, too? They are not announced/released yet and the GameWorld is running a while, so it would really profit from those changes (ingame date: mid 1987)
I'm so excited about the MD-90/95 changes!! Been lobbying for this for two years.. :D And so happy you will add the MD-95 submodels later on.
I'm thinking it wouldl be great if you could merge the fleet types in the ongoing worlds where the models have been released... it would help so much. I'm struggling to keep the 717 production line open already in GW#3.
And agreed with Curse, putting the changes in GW#4 would be excellent as there's still time for both the fleet merge and the MD-90 submodels.
GW4 ok
Quote from: sami on September 12, 2014, 03:49:34 PM
GW4 ok
Awesome! Thanks so much! :) Have a great weekend!
Thanks.
Re: DC-9/MD-80 not sharing commonality with the MD-90/717 and 731/2, 3/4/5, and 6/7/8/9 not charing commonality, is it possible to combine them as a group as far as commonality costs are concerned only and not as a scheduling group? This would greatly reduce the pain associated with fleet renewal and the insane 4th type penalty that comes along with larger fleets.
though with the current stats, combining DC-9 with MD-80/90 and keeping 737 separate offers an interesting game play choice. Superior planes, but have a lot of rescheduling to do, or maintain commonality across DC-9/80/90 fleet type, but have somewhat worse planes (at least in AWS)
Its curious that the B717 and the Md90 are being combined. Although the 717 was based of the MD-90 family, they have no commonality in real life. (one of the reasons the A318 beat the 717). Ask any real life airline fleet manager. Although i suspect the combination was made in this game for convenience sake and this game isn't 100% reality so its not the biggest deal, and will probably make the game more interesting as more people will order 717s.
Quote from: [ATA] xyeahtony on September 13, 2014, 11:09:33 PM
Although the 717 was based of the MD-90 family, they have no commonality in real life.
I thought they had a common cockpit, or at least the 717 cockpit was an option on the MD90?
The 717 has some commonality with the MD-90, but not nearly as much as the MD-90 does with MD-80. The MD-90 is an MD-88 with new engines. The MD-90 was supposed to be delivered with an updated glass cockpit, but the various US based airlines wanted cockpit commonality with their MD-88s and chose to have their MD-90s delivered with the MD-88 cockpits. The only airline that had their MD-90s delivered with glass cockpits was Saudi. The 717 is a great aircraft, but it remains the oddball. It shares cockpit commonality with the MD-11, but some systems and parts commonality with the MD-90. The optimal way to do this in Airwaysim (in my opinion) would be to merge DC-9/MD-80/MD-90 fleets, and then give other incentives to the 717 to make it a viable option for us. One such thing could be putting it in the Medium aircraft category (like with the Fokker 100 and Embraer 190).
But that being said, having the MD-90 and MD-95/717 fleets merged is a great thing to make them a more viable option against the 737/A320 hegemony. I'm not complaining at all, and I really do NOT wish to see it reversed! Especially when the different MD-95 prototypes will be added. :)
I have been playing this game since September 2013 and the evolution since then its obvious. My congrats to Sami and his team on the great work.
The only thing that hasn't improved at all is (1) slots, and the (2) abnormal first-business class mix of total passengers at Heathrow.
Heathrow is than the perfect airport to be based from day one if:
- You are a terrible player always going bust without knowing why, as whatever routes set-up will make money due to 50% demand on premium classes; you can even have 4 fleets of Tupolevs and more, happy times ahead...
- You are a good player motivated to be number one in company value; have you noticed the top airline is always from Heathrow? And please, if you are going to reply with a grandfather story "I remember..." give facts. I haven't seen any since September 2013.
- You are a good player motivated to make your airline look like it is playing in another game as the number 2 is five times smaller than you & have a software that can detect color change in the slot page, software that I am told is impossible to detect by AWS admin, you will be grabbing most slots.
And what to change? I also don't know. Suggestions welcome.
LA (not based at Heathrow)
I agree and I have noticed too that if you can join early and get your Heathrow flight set up first from anywhere in the world your set. It appears to automatically be profitable. If you join when all the slots at Heathrow are full well then your on your own to find that first profitable route or two. I have one slot at Heathrow in GW2 and have been watching for another slot with no luck. Think I just got lucky finding a Saturday one.
Assuming you're not based at Heathrow you don't need to have a single LHR slot to be successful. In fact, there are many places around where getting that slot might actually make your situation worse (like when you're exclusively regional airline and obtain a wide-body just to serve LHR route). So my advice to you is not to bother too much, find a bit less popular place then YYZ and try to build a smaller but efficient airline. It's much easier to fine tune your play when you don't have hundreds of planes and thousands of routes to look at.
Good point LA
If you are a good and experienced player and you are based in LHR then you are almost guaranteed they you'll end up being 1st in the game no matter what. It's ridiculous that LHR is like the "Mecca of Airwaysim" with almost unlimited demand from anywhere in the globe.
Good points by LA... but I suspect this issue will sort itself out when City Based Demand goes live. The demand from the London region (which is very premium heavy in the real world), will be spread across the various London airports.
Allowing players to open more than 4 hubs has ruined the game. Id prefer going back to A-B-C scheduling with 2 hubs allowed
Quote from: ekaneti on October 04, 2014, 05:09:36 PM
Allowing players to open more than 4 hubs has ruined the game. Id prefer going back to A-B-C scheduling with 2 hubs allowed
How has it ruined the game, exactly?
Quote from: ekaneti on October 04, 2014, 05:09:36 PM
Allowing players to open more than 4 hubs has ruined the game. Id prefer going back to A-B-C scheduling with 2 hubs allowed
Well, it allows for other strategies. I'm present on 7 smaller airports, which would be impossible with the old system. Players would focus on bigger airports or be damned to non-existence in just 3 smaller airports. I'm not messing with the biggies, I'm offering another kind of service to smaller airports(Like my daily Bari-Damascus).
With the new ranking system, I'd like to know how Alliance score gets distributed for airlines with the same rank? For example, in GW3
- 17 airlines got rank 1 in CI (each has average of total score (1+2+...+17)/17?)
- What about airline rank 26? There are 35 of them, and the Alliance score counts up to top 10% only, meaning top 27 airlines
It's distributed now so that each with the same rank gets the same points now. So if we have the following stats...
#1 - airline1 - 100
#1 - airline2 - 100
#1 - airline3 - 100
#4 - airline4 - 99
..then airlines 1-3 get the same max points, and then airline 4 gets second place's points. In case there are 200 airlines, the top 10% is then 20 airlines and 20 points, so the alliance score points would be then airlines 1-3 20 pts each and airline 4 19 points.
A few other changes too, will be posted in the changelog soon.
(note; I just changed this since noticed that the stats were not updating properly yet, but now it should be all ok)
"Lies, damned lies and statistics" as Winston Churchill once said.
Everyone will have a view on the new stat from their own perspective and how it would suit them more, but I guess a simple sum, without weighting is as good as any.
My only comment on the numbers used in the calculation is that if the score is to reflect an airlines performance at a given point in time:
Operating margin is a much better measure than pre-tax, as op rev just reflects performance as an airline whereas the current measure also gets skewed by aircraft sales. A smaller airline that transports pax profitably should rate higher than a larger airline that's not as good but bailed out by aircraft sales.
And doesn't pax to date cover up recent poor performance by a larger airline, whereas pax cyr reflects current performance . The longevity of the airline is reflected in the age of the airline already.
But I think, as a smaller airline , that it's a great idea to try to even up a scoring system to measure different types of airlines.
Now. If we can just expense slots we'd really be getting there! ;)
Hi SAMI, great improvements. I came here to ask about maintenance but will also comment on scoring since you asked.
Scoring
Overall I like the new improvements. for alliance scoring the only issue is ties and especially the CI category. I always assumed the number shown was rounding and the game engine ranked us to some decimal place...I.e., #1 position was 99.896, #2 was 99.892, etc. if that s the case then I like the variability in ranking/scoring us on that (and for the record I'm on the lower end of 100 ;). Otherwise this sort of becomes a gimme category for all experienced players and your giving out 20points to 20-25 players.
In terms of ties, not sure how hard to program, but maybe a sports scoring system where ties score the points for that number, but then skip to the next logical place based on how many tied. This is same in Olympic medals were a gold medal tie, mean no silver medal is issued and the next place is the bronze. To illustrate, #1=20; tie #2 means both players get 19 points, no #3 is awarded because of the tie so next player =#4 and gets 17 points.
Just thoughts.
Maintenace
This is the reason I followed the post. I'm noticing a trend in which my new planes and especially any that I've bought from the UM are having terrible maintenance problems and my 20-25 year old planes are all 90-100%. I noticed this about 2-3 weeks ago and now instead of retiring 24 year old planes, I'm keeping those so I can do extra maintenance checks on 4-5 year old planes at 60%.
Before someone chimes in about UM plane condition, I've generally been looking at age/condition and willing to pay more for those at 90-100%...so entirely possible I spaced out and bought a clunker...but not at the volume I now have in my fleets. IN GW1 a couple ship numbers if you want to look are A320-200s. 10552, 10574, 10874. I even had one, don't remember MSN, trigger a too poor condition warning at 8 years, soon after a D check which is why I bought it. I've now spent the money and over 80 days to get it to flying condition.
I've even hired extra technical staff thinking maybe at 101% I needed more...still not helping.
If not intended, then I'd be curious what's going on as I've been going to the UM recently to stay ahead on plane retirements after running a pretty tight ship the past 60 GW1 years ;) I also do find it odd, that 23 year old planes are in better shape than 5 year old ones consistently..then again what do all old people say about how things used to be built better 20 years ago? ;D
If this is intended then should make things interesting.
Unrelated...thanks!!!
All and all, great job on things as always...and hopefully you are pleased with the long game world's as GW1 comes to its final weeks. After almost 1.4 years of a game, I can say I've enjoyed it. You should let us all chip in a credit so we can buy you the child's book, "if you give a mouse a cookie". think you could probably relate to all us wanting more and you always delviering ;)...anyway all the best!
Ok. For the stats view, I was about halfway through writing up a bug report when the "I SEE WHAT YOU DID THERE, I SEE IT, I SEE IT" light went on. When looking at the stats delta, my mind automatically assumes that arrow up/arrow down and then a number indicates the NUMBER of rankings an airline moved. So, I'm sitting here with my head tilted wondering how the heck I was first place the prior quarter in some obscure stat that I'm #252 in now and then it hit me that the prior value is what was being displayed rather than the delta value. Because isn't placed right next to the current ranking, its not very easy on the eyes/brain to quickly determine movement in the ranks.
Therefore, I'd propose that the changed indicator display the number of ranks moved rather than the previous value (or both would be fine, regardless, give me movement, not prior value!)
Is the new Airline Score graphed anywhere so we can see how we are doing (up/down/holding)?
Quote from: schro on October 08, 2014, 01:15:52 PM
I'm sitting here with my head tilted
Yes I was actually pondering if the change indicator should have the relative change (eg. +3 for three steps up) but that didn't look nice there.. But let's see..
Quote from: Yarnam on October 10, 2014, 11:42:20 AM
Is the new Airline Score graphed anywhere so we can see how we are doing (up/down/holding)?
No, it's a basic value stored only once. But it's technically easy to add the history data for that (since many other values, like company image, are stored on weekly basis too).. though wouldn't see that as very useful feature really. Perhaps adding the score into the stats (as a new stats item) could work and you can see the trend compared to others then.
Quote from: spiff23 on October 07, 2014, 01:49:05 AM
Overall I like the new improvements. for alliance scoring the only issue is ties and especially the CI category. I always assumed the number shown was rounding and the game engine ranked us to some decimal place...I.e., #1 position was 99.896, #2 was 99.892,
CI is rounded in stats - so CI 99.6 and 99.8 will be both 100, and thus scoring the same. (really a very minor difference)
Quote from: sami on October 10, 2014, 11:02:57 PM
No, it's a basic value stored only once. But it's technically easy to add the history data for that (since many other values, like company image, are stored on weekly basis too).. though wouldn't see that as very useful feature really. Perhaps adding the score into the stats (as a new stats item) could work and you can see the trend compared to others then.
That sounds like a good idea
The new scoring system is a great improvement. Congrats! But can we take it a step further? At present the score reflects the views of both Shareholders and Passengers using 18 variables. Perhaps we should have 2 scores:
Shareholders, 9 variables: Pre-tax profit, Operating revenue, Profit margin, Fuel burn per passenger, Route ASK, Route RPK, Route LF, Fleet utilization, and Credit rating.
Passengers, 9 variables: Airline image, Transported pax (since start), Airline age, Fleet size, Fleet age, Fleet condition, Punctuality, Number of weekly flights, and Number of airports served.
And both scores the top 3 airlines can be on players' achievements.
LA
I really like that idea LA...
May be cosmetic for now but could become useful later on as well if stocks/shares or something are introduced.
Quote from: alexgv1 on October 13, 2014, 02:26:35 PM
I really like that idea LA...
May be cosmetic for now but could become useful later on as well if stocks/shares or something are introduced.
Agreed, great idea and you're right about this being VERY useful if and when a stock/share system is introduced.
I miss having the airline value on the view and search airlines tab. While I think the airline score is a great addition, it is hard to track how other airlines are doing without going into their stats to see their value... as the score is really only a relative measure (depending on how the other airlines in the gameworld are doing). Of course, I can still get a list of ranked airlines (based on their values) through the stats menu, but I can't sort it geographically or by country region... which I find pretty useful for tracking direct competitors.
Quote from: LotusAirways on October 12, 2014, 09:56:49 PM
The new scoring system is a great improvement. Congrats! But can we take it a step further? At present the score reflects the views of both Shareholders and Passengers using 18 variables. Perhaps we should have 2 scores:
Shareholders, 9 variables: Pre-tax profit, Operating revenue, Profit margin, Fuel burn per passenger, Route ASK, Route RPK, Route LF, Fleet utilization, and Credit rating.
Passengers, 9 variables: Airline image, Transported pax (since start), Airline age, Fleet size, Fleet age, Fleet condition, Punctuality, Number of weekly flights, and Number of airports served.
And both scores the top 3 airlines can be on players' achievements.
LA
Good idea, however I would say that "Airline Age" and "Transported PAX (since start)" are both functions of airline age. A new airline, who rapidly becomes successful, would be doubly disadvantaged in the scoring -v- a longer lived but mature (or even declining) airline. Whereas "Transported PAX To Date" would benefit the new kid on the block and reflect their success (Virgin has never suffered issues as a result of it being younger than BA). (I'm old enough to remember when Virgin were the new kid on the block ::)).
Quote from: LotusAirways on October 12, 2014, 09:56:49 PM
The new scoring system is a great improvement. Congrats! But can we take it a step further? At present the score reflects the views of both Shareholders and Passengers using 18 variables. Perhaps we should have 2 scores:
Shareholders, 9 variables: Pre-tax profit, Operating revenue, Profit margin, Fuel burn per passenger, Route ASK, Route RPK, Route LF, Fleet utilization, and Credit rating.
Passengers, 9 variables: Airline image, Transported pax (since start), Airline age, Fleet size, Fleet age, Fleet condition, Punctuality, Number of weekly flights, and Number of airports served.
And both scores the top 3 airlines can be on players' achievements.
LA
Good idea!
About the "Fuel burn per pax": it's a good statistic but currently it does not show anything meaningful (IMO). Could it be changed from fuel /pax to fuel / pax / km? (or 1000km).
Quote from: ellandrd on October 13, 2014, 05:22:08 PM
(Virgin has never suffered issues as a result of it being younger than BA). (I'm old enough to remember when Virgin were the new kid on the block ::)).
Not too sure about that, I reckon their lack of slots has definitely harmed them in regards to connecting traffic, recent financial results and a complete failure of Little Red, SQ dumping them off to DL all suggests that they're struggling massively.
Admittedly LHR as ever is a random case there, the likes of Ryanair, Jet Blue etc, all show it can actually be beneficial to be a newer player to market over the legacy carriers mired in the past.
Sami, having around 500 MD90's in GW3 can I ask why the new MD90 models were not added to that game world ? Thanks :)
Because the GW3 was already so far when the data was added .. (can't really add a new model that has been launched several years earlier, only such that will be launched in the future)
Just my luck ;D Thanks for the reply.
I must say that I really dont like the new ability to open more than 4 hubs. All it does is allow large profitable airlines to continue to dominate the game. 4 Hubs was fine.
What Id like to see is a limit to two hubs but with the ability to do A-B-C-B scheduling.
Quote from: ekaneti on November 14, 2014, 08:15:47 PM
What Id like to see is a limit to two hubs but with the ability to do A-B-C-B scheduling.
And how exactly would that help in containing large airlines? We've had that discussion when the new basing rules were discussed. Any further complaining is unnecessary.
Quote from: Infinity on November 14, 2014, 10:02:12 PM
And how exactly would that help in containing large airlines? We've had that discussion when the new basing rules were discussed. Any further complaining is unnecessary.
Because airlines are limited to two hubs and smaller airlines can find out of the way markets to serve. Is that clear to you now?
Why did you use my airline as a bk example :'( , lol :laugh:.
Just randomly picked some airline with many bases... (usually testing things with actual airlines with a copy of the actual database at the test server)
..but now you'd see how it looks like then. ;D
Ah good ;D, btw do you test all Game world setting or just GW4?
Quote from: sami on February 15, 2015, 10:09:35 PM
Just randomly picked some airline with many bases... (usually testing things with actual airlines with a copy of the actual database at the test server)
..but now you'd see how it looks like then. ;D
That's how I like to do at work for testing new features. Sometimes, they request that data is "anonymized" (and it's the beginning of trouble).
RE: the new Aircraft Information page...
Listing every frame ever built has the potential to get very unwieldy, especially for the most popular aircraft in the game (A320, 737NG, MD80 etc) that build thousands and thousands of some models. That's a lot of information to dump on one page, and there's low value to it relative to the bandwidth and browser memory it'll eat (especially on a phone). Could it possibly be on a separate page with a link on the Aircraft Info page to stay consistent with the Negotiate buy/lease and Production slots links?
Quote from: tvdan1043 on February 27, 2015, 06:58:56 AM
RE: the new Aircraft Information page...
Listing every frame ever built has the potential to get very unwieldy, especially for the most popular aircraft in the game (A320, 737NG, MD80 etc) that build thousands and thousands of some models. That's a lot of information to dump on one page, and there's low value to it relative to the bandwidth and browser memory it'll eat (especially on a phone). Could it possibly be on a separate page with a link on the Aircraft Info page to stay consistent with the Negotiate buy/lease and Production slots links?
Agreed,
Though i must say i like the feature. Perhaps even just for fun to see if youre one of the biggest operators.
It will be split to multiple pages (= same as now, but will have a pagination in the fleet list section) later on when I have more time on that (and added to fleet-wide pages then too).
the new aircraft overview page is great, now I don't have to build those tables myself... this makes it much easier to find an aircraft operator...
... was this done because of my feature request? :laugh:
Quote from: meiru on February 27, 2015, 01:39:12 PM
... was this done because of my feature request?
No, but if you have one, then pls point me to it so I can mark it as "done" and close it. ;D
edit: found it actually already..
Quote from: sami on February 27, 2015, 02:45:02 PM
No, but if you have one, then pls point me to it so I can mark it as "done" and close it. ;D
edit: found it actually already..
Yup, me too and you already closed it months ago... with a [-] ... ;) ... nothing against you, but it shows, that my ideas normally aren't that bad ;D
ahem?
https://www.airwaysim.com/forum/index.php/topic,16244.0.html
https://www.airwaysim.com/forum/index.php/topic,50214.0.html
(yours is duplicate btw.)
ok, that was half of it... but this one is the list idea :)
https://www.airwaysim.com/forum/index.php/topic,51607.msg293558.html#msg293558
Sorry if this is somewhere else.. But since this is about the new features. Looking forward to the noise restriction element. Does this mean we'll get the long awaited ability to turn our DC-8 sixties to seventies...with the "mythical" improved fuel consumption? ;) Or will we just be getting the ability to hush kit the sixties with their current engines?
PS I like the aircraft listing page features.
"In summary. Flying a "Chapter 3" or "Chapter 4" noise certified aircraft does not give you any restrictions anywhere in the world ever. Chapter 2 planes (such as DC-9 and B737-200) can be flown safely globally until year 2000, which after regulations start to kick in slowly - but most of these can be hushkitted to Chapter 3."
Does this mean the BAC One-Eleven can be hushkitted to chapter 3, and continued to operate until the end of game worlds? Because I think something is off with their stats since they're still viable in the 2010s... brand new. :(
I like the twitter feed, but a text message alert wold be even better!
is it just me or do other people also find the new interface change on the route scheduling page a real pain when scheduling 7-day routes.
The multiple pages is a real real pain and something we could do without..
Yeah its a very bad change when doing 7 days specially when not having all planes yet.
Fully agree,
If you take out the pages thing can you make something that makes 6 similar routes for me so i dont have to that 7 times?
Thanks
+1 to these comments re scheduling page
Could we perhaps have an option in the settings to turn this on or off? There are cases when it would be useful - on slower systems for example, but there are also cases when this is a pain as mentioned above.
Quote from: [ATA] frimp on April 04, 2015, 07:26:01 PM
is it just me or do other people also find the new interface change on the route scheduling page a real pain when scheduling 7-day routes.
The multiple pages is a real real pain and something we could do without..
Yes, its terrible. When swapping planes, all available planes are not listed either. It cuts it off at about 7 frames.
This is a HUGE step backwards and need to revert back to the old style ASAP.....
Quote from: [ATA] frimp on April 04, 2015, 07:26:01 PM
is it just me or do other people also find the new interface change on the route scheduling page a real pain when scheduling 7-day routes.
The multiple pages is a real real pain and something we could do without..
worse part of the multiple page is let's say you want to select a route in page 1... page 2... page 3... etc.... for each page you select you will need to apply first, let the change apply, reload all the graphics, find your aircraft and select teh route on the next page.
PLEASE CHANGE I'M f***ing crying here
So, the cure for my bug report (https://www.airwaysim.com/forum/index.php/topic,57431.0.html) seems to be worse than the disease. We need to revert and abort, and find a better way to handle it.
Pagination feature of "Move Schedule", where potential aircraft to move the schedule to seems to be more hassle than benefit.
If there is anything that would be useful here is to have a filter to aircraft types within the fleet. For example, when moving schedule within 737 classic fleet, ability to select, say "734-400" aircraft only would be useful.